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Alpha Edition

Alpha Edition
WARNING! This is a pre-production version of the core Beyond the Gates of Antares rule set produced for development
purposes. Up until now these rules have only been available to a select number of playtesters in the form of MS Word documents.
Thanks in large part to their valiant efforts, we now feel the rules are ready for the next stage of development.
We are therefore making the Alpha Edition rules available to any willing volunteers who wish to help out by participating in our
playtest program. To become an Alpha playtester all you have to do is sign up via the Beyond the Gates of Antares section of the
Warlord Games website. Please remember, at this stage the game is neither finished nor complete in its scope – though we hope
you will be helping us to do something about that, of which more below.
Rick Priestley, July 2014

So, is there enough combination of troops or terrain. it’s also about confirming what’s already
here to play a game? Remember – this is why we playtest – it’s done and identifying positive aspects of
not about winning or losing! play that could use more emphasis.
The Alpha Edition provides all the rules
you need to play a game using the Anything you are able to contribute is
forces described in the sample armies.
So, what’s next? helpful and appreciated; however, there
As such it includes rules for infantry All you have to do is play games and let is no obligation; we are just as happy for
combat and various support weapons, us know what you think via the Beyond folks to sign up and check out the game
but it does not as yet provide rules for the Gates of Antares Playtester’s Forum for themselves.
vehicles or large machines. on the Warlord website. We’d welcome
any input, but would especially value Will more rules be added?
Why are there no army lists? short battle reports and, if possible, links
We will be adding and tweaking rules
to pictures of games being played, as this
Fixing points values and army lists is all throughout the development period. To
helps to put the game play into context.
part of developing the game, so for now keep up to speed with changes and
we have worked out sample armies for Periodically, we’ll seek input on specific additions for the game you will need to
each of the four main forces described in aspects of play, especially when it check out the Beyond the Gates of
this edition. Players can reduce or add to comes to new rules, scenarios, army Antares Playtesters Forum on the
these by dropping or adding further units development and such like. Remember Warlord website. We will be publishing
to make forces that are smaller or larger. – playtesting isn’t just about finding further playtest rules, errata and other
snags or spotting potential problems – changes, and new forces as they
How do I set up a game? become ready.
A single basic scenario is included just to
give you an idea of how games can be
set up and played, and how to establish Delicate suspensor fields are able to
winners and losers. However, at this give a holographic projection the
stage we are relying on you to work out illusion of reality – replicating the
for yourselves what makes a game weight, texture and touch of an
balanced or exciting. actual object, machine or even living
creature. This common technology is
You will need to be prepared to improvise
used to create graphic interfaces
on occasion and to adjust sides and force
that exist only as projections,
contents to ‘stress test’ the system. Don’t
interfaces that can be readily
expect everything to work perfectly all summoned at will and dismissed
the time– sometimes one side will walk Hansa Nairoba,
Freeborn Mercenary captain when no longer required.
all over the other because of some painted by Calum Barr

Written by Rick Priestley © Copyright Warlord Games Ltd. 2014. Beyond the Gates of Antares, Beyond the Gates of
Antares logo, Algoryn, Boromite, Lavamite, Isorian Shard, Concord, Ghar, NuHu and Freeborn
are trademarks of Warlord Games Ltd. All rights reserved.
Cover Artwork: Phil Moss No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any
form or by any means without the prior written permission of the publisher, nor be otherwise

www.warlordgames.com circulated in any form of binding or cover other than that in which it is published and without a
similar condition being imposed on the subsequent purchaser.

2 Beyond the Gates of Antares


What about the other armies? armies ahead of a general release. We are Can I get hold of models
This Alpha Edition covers four armies: aiming to produce a further updated for playesting?
the Panhuman Concord, the Isorian version of the rules, which will available
to download as a pdf directly from the We won’t be releasing any models for
Shard, the Algoryn Prosperate and the
Warlord website towards the end of the Antares game until this phase of
Boromite Labour Guilds. Further armies
will be introduced as we go along, and 2014. We will also make models available play testing is over. That means you will
much depends on how we progress with for general release at the same time. have to use proxy forces for now,
the model design. However, this will just be the start of the substituting whatever models you
game’s live development, part of which already have for the forces described.
When will the game be finished? will include the publication of a printed However, as models are finished we
This stage of development is about rulebook and addition of further armies, always produce a small number of test
making sure the game system is nice and which will include plastic models, castings, which we will make available
solid, and developing the initial four vehicles and scenery. to Alpha playtesters on a limited basis.

CONSTRUCTION
Only energy-starved and impoverished worlds continue to use the ancient
methods of plastcrete moulding and form extrusion to build material structures.
For the most part, human worlds enjoy a comparable and practically universal
technology that allows almost anything to be built from hyper-core materials and
a nano-field frame structure. Constructor drones build an invisible three-
dimensional field template, which serves as a base upon which hypermats are
fused from HMC cores of various types. Structures miles high can be built in this
way without human involvement, from sky pylons to habitation blocks, aerial
roadways and transmat arrays. Gravity defying structures are commonplace,
internal suspensors holding buildings aloft, and construction is so simple that
unfashionable or tired buildings can be effortlessly remade by reconstructing
their material cores and using the same HMC to build anew.

Alpha Edition 3
Introductory Background
The Seventh Age new species evolved from humans – the encompassing all the many worlds
Humanity has spread throughout space, diverse race of homo pansapiens or connected by the Antarean wormhole
to new worlds and distant galaxies, to ‘pans’. Countless free and independent network.
places and realities undreamt of by our worlds are home to their own human
distant ancestors. Interplanetary populations. Other worlds are part of The Concord
civilisations have flourished and fallen larger inter-stellar societies. These The largest and most powerful
six times over, collapsing and rising widely scattered planets are all civilisation of the Seventh Age is The
anew over countless centuries. connected by means of a vast and Panhuman Concord comprising almost
Humankind’s first home – the planet intricate network of spacial wormholes. a quarter of all the human worlds of
Earth – was destroyed long ago during These wormholes make space travel Antarean space. The ruling elites of this
the forgotten wars of the Prime Imperia. practical, facilitating trade, society are New Humans or NuHu.
Of humanity’s early history, the communication and governance over Hyper-intelligent, tall, and eerily
colonisation of space, and evolution into enormous inter-galactic distances. All androgynous, the NuHu are the
numerous and diverse species, little is known wormholes intersect at one huge undisputed Mandarins of the Panhuman
now remembered. Today is The Seventh nexus, a colossal inter-dimensional Concord. They are very few in number
Age: the last and greatest age of machine that we recognise as the star and spread thinly amongst the vast
humankind. Antares. In reality Antares is no ordinary population of the Concord. What makes
star, but a construct of the archaic and the NuHu different from other humans
long-vanished race known as the
Antarean Space Builders. It is from this unimaginably
is that they have co-evolved with the
No one knows for sure how many sentient integrated machine
huge machine that we derive the intelligence – or IMTel - that controls all
worlds are inhabited by humans and the description Antarean Space – aspects of Concord society. They are its
living symbiotic component,
simultaneously masters and slaves of an
all powerful, benign technocracy. All
worlds of the Concord are encased in a
nanosphere – a cloud of nanorobotic
machines that acts as a universal
medium of communication and micro-
energy transference. By this means
worlds and ultimately the whole
concord is run and directed by the data-
driven machine-minds of the IMTel and
its NuHu Mandarin elite.
The military of the Panhuman Concord
is organised and directed by a branch of
the IMTel called the Concord Combined
Command – otherwise known as CoCom
or more commonly as C3. The Concord
responds to threats against it with
logical ruthlessness, organising and
dispatching heavily armed forces
throughout Antarean space. C3 Strike
Units are recruited amongst all the
varied human worlds that make up the
Concord. Strike troopers are equipped
with heavy-duty plasma weaponry and
protected by hyper-light shielding, the
most advanced weaponry in all of
Antarean space. They are supported by
NuHu agents, and the entire and
considerable resources of the Concord
IMTel.

4 Beyond the Gates of Antares


The Isorian Shard the Antarean borders of three great
In ages past the world of Isori stood at rivals: the Panhuman Concord, Isorian
the forefront of human civilisation, Shard and Ghar Empire. Whilst the
renowned throughout all of Antarean Concord and Isorians ultimately pose
space for its pioneering dimensional the greatest long-term threat to
research, its vast fleets and its unrivalled Algoryn independence, all three
prosperity. According to Isorian legend, civilisations benefit from peaceful
the planet was amongst the first of trading contact. The Ghar, however, are
Earth’s settlements, the first to be fully implacable foes: evolved from
terraformed, and the first to establish its genetically engineered slave-soldiers in
own colonies independently of Earth ages past, the Ghar believe themselves
itself. Today the worlds of the Isorian to be the sole agents of divine will in the
Shard are second only in number to material universe. The Algoryn and Ghar
those of the Concord. Both civilisations have been engaged in unremitting
emerged from the ashes of the Sixth warfare for hundreds of years.
Age. Both are integrated machine The Prosperate’s homeworld of Algorya
societies ruled by cerebral NuHu elites. lies at the centre of twelve substantial
Yet the two cultures are irreconcilably colonies, numerous outposts, several
opposed due to a strange quirk of fate staging planets and a few allied worlds
that created a root incompatibility in occupied by other panhuman species,
their respective machine based IMTel. which altogether comprise the mutual
With the temporary collapse of the trading and defence pact called the
Antarean gate network at the end of the Prosperate. The Algoryn themselves are
Sixth Age, the world of Isori endured a panhumans of distinctive appearance.
long period of isolation. Over the They lack hair upon their heads, which
following centuries the Isorians explored are instead covered with crest-like
weaponry is unique. Like Concord Strike keratinous growths. Similar nodules of
local space using advanced near-light Units, Isorian Phase Troopers are armed
speed spacecraft. They discovered and keratin form a thick scaly layer upon
with plasma weapons, but instead of their necks, shoulders and forearms.
then fought an inter-stellar war against hyper-light shields they employ space
an alien race called the Tsan Kiri. The Isori This dense protective layer shields the
warping phase armour. Their ability to Algoryn against the harsh rays of the
eventually triumphed, but during the merge biological with technical
long war the Isorian IMTel absorbed a twin suns of Algor, which periodically
equipment gives Isorian troops a distinct bathe the planet of Algorya in
portion of their enemy’s silicon-based and immediately recognisable
organic technology. When the Isorians dangerous levels of heat and radiation.
appearance. Algoryn troopers are less lavishly
re-established contact with the rest of
Antarean space, their IMTel had become equipped than the Concord’s shock
The Algoryn Prosperate troops or Isorian Shard phase troopers,
so distinct that the two forms – or shards
as individual iterations of the IMTel are There are millions of independent but their weaponry is practical and
called – failed to recognise each other. human worlds belonging to small, self- effective, honed by years of warfare like
They had become incompatible. governing empires or federations. Some the Algoryn themselves. Troopers are
of these societies are relatively primitive generally armed with mag guns, with
The Shard’s most important NuHu rulers whilst others are as technologically only a few carrying heavier plasma
comprise the Isorian Senatex, and its advanced as those of the Concord and based support weapons. Algoryn troops
NuHu officials are called the Senatexis. Isorians. The Algoryn Prosperate is one are protected by reflex shields mounted
The Isorians share a great deal of the of the larger and amongst the most upon metallic plates: a useful general-
same technology as the Concord, but advanced of these independent purpose armour that is both sturdy and
some of their Tsan Kiri derived federations. It is unfortunate to lie upon reliable.

An Algoryn Armoured Infantry squad painted by Jo Bain

Introductory Background
Section title 5
Boromite work gang

The Boromite Labour Guilds together by insoluble ties of honour and as happened between the Oszon
The Boromites are an extreme physical obligation. The leaders of these Guilds, Mercantile League and Ky’am
the secret core at the heart of the Freetraders. Feuds between Vardari are
morph amongst panhumans. At some
extended clan, are aged and much deeply felt family affairs and matters of
time in the past their ancestors were
feared matriarchs. Amongst Boromites honour that can last for generations.
bio-adapted to live and work upon
it is the womenfolk who head up the Relationships between the different
asteroids with thin atmospheres, low
families and whose word is law. In some households are complex and are often
gravity and extreme temperatures. They
respects Boromite Guilds have all the settled by intermarriage between ruling
are able to endure hostile environments
hallmarks of organised criminal gangs, families - political arrangements made
more easily than any other human, and
and are behind many of the subversive between one Vardo and another.
are amongst the toughest and most
activities throughout Antarean space.
unusual looking of all the countless The Freeborn don’t just deal in
Rival Guilds sometimes get involved in
human morphs. They have thick, gnarly commodities and knowledge, they also
turf wars. Vendettas between old
hides covered in horny nodules. deal in human services – and most
enemies can last for generations, but all
Boromites originated in the mining specifically they hire armed troops to
will close ranks in the face of a common
colonies of Borom where a rocky anyone willing to pay for them. These
foe – which is pretty much everyone else
asteroid belt extends around the as far as the Boromites are concerned. mercenary soldiers can be Freeborn
system’s star in lieu of other planets. Their hardiness and determination retainers, but often they are troops
Today the Boromites have spread make them highly valued mercenary purposefully recruited, trained and
through Antarean space and live upon fighters. Boromite gangers can be equipped by the Freeborn from
many worlds within the Panhuman armed in almost any fashion, but they amongst the more primitive worlds of
Concord, the Isorian Shard, and beyond. uniquely make use of weapons the Determinate and the Spill. Freeborn
They have no permanent settled worlds developed from mining tools including have access to all the weapons and
of their own, but form an itinerant work mass compactors and frag borers. armour of Antarean space, but, with an
force with a strong cultural identity and Reflex shielding is common and the eye to cost and practicality, tend to
secretive customs based upon their metallic nodes that support the reflex favour mag guns and reflex shielding as
many Guilds. They avoid becoming armour field are often fixed directly into basic equipment. Of course, amongst
absorbed into the societies they live the wearer’s thick hide. the ruling family and their close relatives
amongst because they are almost anything goes, from expensively re-
invisible to the sharded IMTels of The Freeborn sharded Isorian phase armour to
societies such as the Concord and compression carbines and all manner of
Isorians. They remain almost entirely The Freeborn are the greatest alien exotica.
apart from regular society, a reclusive, merchants and traders of Antarean
space, whose fleets maintain a free-flow
insular and self-governing sub-culture
of commodities and technology
The Ghar Empire
wherever they happen to be.
between human worlds and beyond. The Ghar live only for battle and
Although they are spread throughout Freeborn ships travel easily between conquest, expending their entire
Antarean space, Boromites maintain antagonistic societies such as the Isorian energies on war and enslaving other
strong contacts with each other via the Shard and Panhuman Concord, the Ghar human species they defeat. This savage
trading networks of the Freeborn. and Algoryn, and so forth. Although the race is descended from genetically
Boromite labour gangs are but one of Freeborn maintain a few hidden worlds adapted slave soldiers, though when or
the many human services traded by the as bases and warehouses, they stand why they were created is a mystery. The
Vardos. Occasionally, Guilds will band aside and apart from other human Ghar themselves have little interest in
together to fight, most likely to secure societies, recognising no masters but such matters. They rule over a sizeable
some mineral rich planet or scavenge the lord of their own household – or empire that borders against the Algoryn
some lucrative wreck or abandoned Vardo. The Vardo is a vast fleet that plies Prosperate, with whom they have been
facility. Boromite forces are based upon its trade between groups of worlds. The at war for many centuries. Neither the
their work gangs, generally speaking ownership of these trade routes is in Panhuman Concord nor Isorian Shard
extended families, which belong to part hereditary and the source of every have ever taken much interest in the
competing labour Guilds. Guilds are Vardo’s wealth. When routes become Ghar, possibly because Ghart culture is
organised for self-protection and held contested, rival Freeborn will go to war, relatively primitive. Ghart worlds are

6 Beyond the Gates of Antares


heavily shielded against nano-based
technologies. The Ghar themselves are
small, repulsive creatures with hunched
TRANSMATS
torsos, bulging guts and what look to be Transmatter modulation was one of the first Builder technologies to be
spindly arms and bow legs – but they uncovered during the exploration of Antarean space. This happened such a
are rarely seen out of their huge, long time ago that it’s impossible to be sure exactly how this discovery
armoured battle suits. Though occurred, or where, or how the alien technology was successfully replicated.
unattractive, their appearance belies a All we know is that from the Second or Renatal Age, transmatter modulators
brutish strength and tremendous – or transmats as they are generally known – became commonplace
resilience to damage. throughout human space.
In battle Ghar warriors wear armoured A transmat is the usual method of transportation between an orbiting
suits that conceal their physical spacecraft and a planet’s surface, or from one spacecraft to another in close
appearance and endow them with great proximity. A transmat can transport an object or person to another transmat,
strength and endurance. They will allowing practically instantaneous travel between two remote locations. The
happily use weapons captured from the distance that can be travelled between two transmats depends upon their
enemy or produced by slaves in their position to some extent, but is generally sufficient to travel from a planet’s
numerous armaments factories. The surface to an orbiting craft, although not much greater. Some worlds have
Ghar make nothing themselves, but transmat systems that allow overland travel; this is achieved by a series of
mercilessly exploit their slave labourers static transmats phased precisely together and spaced about fifty miles
to produce whatever they need to apart. These are known as transmat loops or as trans-loops or just loops;
pursue their bloody wars. What they they function like roadways, transporting materials and people between one
cannot make they trade with the few fixed location and another.
Freeborn Vardo that will deal with them.
Even the most profit-minded of the It is also possible to use a transmat to pick up an object or person by means
Freeborn prefer to keep such dealings of an attached transmatter receptor tuned to the same phase modulation as
under wraps. the transmat itself. This allows a single transmat to function even without
another transmat to transport to. These receptors are generally known as
jump hooks. In this case the hooked object is transported to the transmat
The Determinate together with the receptor itself. The smallest receptors are so tiny they can
The Determinate is the name given to be implanted beneath the skin or secreted in jewellery or clothing. Jump
all the advanced independent system- hooks have a very short range and this affects the size of the transmat
based societies of human space that capsule – in effect the greater the distance the smaller the volume can be
exist beyond the Panhuman Concord transported. The very smallest brain implants may be sufficient just to hook
and Isorian Shard. These worlds are not the wearer’s head, neatly severing the skull from the body. In extreme
united in any sense, and many, such as transports of this kind a bio-stasis tank awaits! So long as the transportee’s
the Algoryn and Ghar, are outright brain remains intact it is always possible to regenerate or, failing that, affect
enemies. Many of these planets fear transfer into a clone body.
they will be swallowed by the ever-
expanding Panhuman Concord or Transmatter modulation technology also has a role to play upon the
Isorian Shard. Thousand of planets have battlefield, in the form of homer shells that function as temporary
been absorbed in this way: others transmats. These tiny versions of transmats don’t function for very long, and
continue to resist. It is an unceasing war there is always the inherent risk of the modulator field collapsing mid-
against an uncaring opponent – a foe transport. However, they form a method of placing troops or materials into
without hatred or fear – an unfeeling the heart of a battlefield when necessary.
intelligence that recognises neither
boundaries nor cultural identities. Many
neighbouring worlds of the Determinate simply all humans everywhere – Vorl. The Vorl compete with the Concord
work together to fight against either and Isorians to explore new worlds and
including those worlds that have been
Concord or Isorian forces, to protect to build new colonies. The Vorl are prone
lost or which remain to be rediscovered.
their outlying colonies and to destroy to fighting amongst themselves, but
Exploring Antarean space to uncover
scouting fleets. occasionally are united under a powerful
new and lost human worlds creates
great rivalry, and is one of the chief faction, which then becomes the Vorl
The Spill Orde and leads a war of conquest
causes of conflicts between different
The Spill is the ancient name for the civilisations. against neighbouring human
entire Antarean diaspora, the great settlements. The Vorl are powerful
movement through space of the human Aliens enough to pose a threat to human
race at the dawn of the age of ambitions, and they are one of the few
exploration. The Spill encompasses all Humans are not alone in Antarean alien races that is at least as technically
worlds where humans live, whether they space, many worlds are home to unique advanced as the Concord and Isorian
are currently connected to Antares or alien species. There are numerous alien Shard. Some Freeborn Vardos trade
not, and regardless of whether they are civilisations spread over many worlds with the Vorl and even hire Vorl warriors
advanced societies, brutish savages, or just as there are human federations and as mercenary fighters, although such
even degenerate mutants. The Spill is empires. Amongst these species are the dealings tend to be conducted in secret.

Introductory Background 7
Core Game Rules
This is a new core version of the Antares ranges proportionately if you have a develop the game further each force will
rules system designed to serve as an sufficiently large playing surface to acquire unique features and more
introduction to the full rules set and as a accommodate doing so. variety as you might expect. These are
taster of how the game works. It does included at the back of this rule set (see
not include rules for everything ARMIES page 40).
envisaged in the full game, vehicles and This core rule set doesn’t include full
buildings for example, but it will prove army lists, force selectors or points FORMATIONS
sufficient to play a basic game using the values. Instead I’ve worked out a Each player’s army comprises a number
sample forces described. Note that the number of pre-selected sample forces. of infantry squads and weapon teams
game has been considerably developed They are quite basic at this stage. As we plus a commander.
compared to the version that originally
appeared on the Dark Space Corp
website. This new version utilises some An infantry squad usually comprises between five and ten models
of Warlord Games’ Bolt Action
mechanics, which many readers may be
familiar with already.

INTRODUCTION
I’m not going to write much about how
to measure distances, throw dice, brew
a decent cup of tea or any other
essentials of how to play a wargame.
For this core version of the game, I will
assume that the reader is familiar
enough with how wargames are played.

SCOPE OF THE GAME


A weapons team comprises a support or heavy weapon
This core version of the rules is intended plus crew to operate it – usually two and three respectively
for use with opposing armies of
approximately thirty to fifty models a
side. Smaller or larger games are – of
course possible – but the detail level of
play assumes we are dealing with forces
of about this size. We have played on
battlefields as small as four feet by four
feet, though on the whole we would
suggest six by four feet is ideal. As such,
we would describe our game as a In some armies, a weapons
skirmish – a conflict between relatively team can alternatively be a
small forces – where each model stands crewless drone
for one actual individual armed and
equipped as he, she or it appears to be. A commander is a
model representing
The weapon ranges and model a leader of your
movement distances are quite long army. Sometimes
compared to the size of playing area commanders will
suggested, but still compact relative to be accompanied by
the size of the models and the real-life up to four support
ranges of comparable contemporary troopers,
weaponry. This is a compromise attendants,
hangers-on, pets
between models, ranges and moves; or other
which looks and feels about right whilst supernumeraries
allowing the game to be played in a making a unit of up
reasonable space. Feel free to extend to five models

8 Beyond the Gates of Antares


Each of these squads, teams and Infantry unit in formation
commanders is referred to as a unit. A
squad is a unit, a weapons team
including its weapon and crew is a unit,
and a commander is a unit either all on
his own or including additional models.
Units comprising more than one model
are arranged into a formation. A
formation is a group of models where no
models are separated from the group by
more than 1” (see right).
Sometimes a unit’s formation will be
compromised because some members
may be killed, leaving surviving models
divided by more than 1”. When this
happens the unit must move into Casualties can disrupt formations in which case the unit
formation the next time it moves, but must move into formation the next time it moves
otherwise it is unaffected (see right).

Gaps Between Units


Different units must keep more than 1”
apart from each other, unless they are
opposing units fighting an assault, in
which case they are moved into touch to
show that they are fighting. Note that it
doesn’t matter whether units are
enemies or friends, they must keep
more than 1” apart unless engaged in an
assault. Note also that this contrasts
with models within a unit, which must
keep within 1” to retain their formation.

Characters and DICE


Base Sizes
non-combatants For the most part, the Antares game
At this stage we see no necessity to uses ten-sided dice (D10s) to regulate
In this version of the rules we be definitive about the size of play. You will need about a dozen D10s
concentrate on military units bases used to mount the models. It including some of different colours. You
engaged in formal encounters, as is imagined that ordinary infantry will also need a few ordinary six sided
that seemed a good place to start. models will be fixed upon round dice (D6s) and one or two eight and four
The full rule set will also cover bases about 25mm in diameter sided dice (D8s and D4s).
individual characters and adventure because that is the most
style skirmish wargames, as well as commonly used size amongst MEASURING
larger battles featuring vehicles and existing gamers. If you use slightly
other large machines. A selection of smaller or larger bases just make You will need a tape measure marked in
rules for characters is given in the any necessary adjustment to the inches to measure distances during play,
Sample Armies section, page 40. rules for formations, allowing a for example ranges for weapons and
little extra or a little less distance to moves for squads. In principle, you are
compensate. not allowed to measure before declaring
you will shoot, move, or whatever.
Probes and other special units
In addition to the kinds of units
described, there are a few
exceptional units such as clouds of
probes and autonomous drones.
These are not strictly speaking
infantry squads, weapon teams or
commanders. However, they are
important parts of some forces, and
you’ll find more about these special
units in the Basic Armoury section of
the rulebook on page 32.

Core Game Rules 9


Declare what you want to do first and
then measure afterwards. If you have
declared an intention to shoot and find NEW SKIN FOR OLD
yourself out of range then tough luck – The sophisticated societies of human space no longer consider gene-slicing
the shot has no effect and is wasted! and genetic implantation as in any way unusual. These are techniques that
are routinely used to repair injuries, regenerate organs, rejuvenate aged
ORDER DICE bodies, and modify undesirable physical characteristics, whether cosmetic
or actually injurious to health. Indeed, most citizens of such worlds would be
During play, units are given different
amazed to learn that there was ever a time when an arm or leg couldn’t be
kinds of instructions or orders. There
rapidly regenerated in a bio-tank, or where genetic diseases couldn’t be
are six different orders: Fire, Advance,
corrected practically instantly. On many worlds these same techniques form
Run, Ambush, Rally, and Down. We use
the basis for personal and recreational body-morphing, allowing those with
a special six-sided order dice placed
sufficient wealth to change their appearance, the colour of their skin, and
next to each unit to show the order it
even their gender if they so please. On some worlds the fashion for body
has been given.
pigmentation or patterning means it is possible to encounter people whose
Order dice are available from Warlord skin is tinted blue, or violet, or orange – or whatever is the latest and most
Games. Each player will need a set of fashionable colour of the season.
distinctly coloured but otherwise
Amongst some peoples, notably the Vardos of the Freeborn and Boromite
identical order dice; for example
Labour Guilds, genetic skinplants are a visible and often colourful way of
Concord blue and Isorian green. Each
marking an individual’s tribal loyalty. Boromites in particular make use of
side begins the game with one order
patch-patterning genetic grafts to mark their scaly hides with Guild and
dice for each unit in that side’s army.
family symbols. The natural shade of Boromites is either a range of bluish-
For example, if your army consists of
grey or, in the case of the families known as the Ha’ Ulut and their
twelve units you will need twelve order
descendants, a reddish brown; however, some Guilds choose to mark their
dice.
allegiance with natal implants, so that all the Guild of the Under Fallen, for
example, are almost black, with a patterning of stars meant to symbolise
Dice Bag their people’s succession to the void. Other Guilds may display a simple
During the game both sides’ order dice round badge of patterned scales in a distinct colour, such as the Rosette of
are placed together in a container and the Katk worn upon the forehead of that Guild. Even within Guilds many
drawn blind one at a time to determine families have traditional skin colours or patterning. Unlike amongst most
which side acts next. We always refer other human societies, these are indelible and honourable marks of
to this container as a dice bag in the affiliation, and to change or alter them according to the whims of fashion
text; however, any suitable opaque would be unthinkable. Indeed, only an outcaste or criminal would be so
container will do so long as it allows stripped of his identity as the most terrible of punishments.
you to draw the dice unseen.

PIN MARKERS
Pin markers are placed next to units
when they are hit by enemy fire to
show that they are 'pinned', and in
other circumstances to indicate
exhaustion or confusion. This reduces a
unit’s ability to respond to orders, to
shoot accurately, and to react to
enemy actions. A variety of pin
markers are available from Warlord
Games, or players can improvise and
make their own from card chits, etc.

10 Beyond the Gates of Antares


STATS WEAPON TYPES
Different kinds of models have different game statistics or ‘stats’. In most cases, all Weapons are covered in a separate
the models comprising a unit have the same stats. Here’s an example of the stat section; however, it is useful to have an
values for a typical or ‘average’ human trooper arranged into a stat line. idea of the types and terminology
before reading the rules.

Unit Ag Acc Str Res Init Co Special Hand weapons are pistols and other
weapons held in one hand, including
Human 5 5 5 5 7 8 -
close combat weapons, such as the
lectro-lash or tractor maul and wrist or
forearm mounted weapons, such as
Agility (Ag). The Agility stat is used Initiative (Init). The Initiative stat is X-slingers. This category also includes
when making tests for movement and used when making unit reactions to weapons sub-mounted to larger
especially when moving through dense determine if a unit can react or not. weapons, which can also include
hard going terrain.
Command (Co). The Command stat is X-slingers, for example.
Accuracy (Acc). The Accuracy stat is used when testing to receive orders, and Standard weapons are weapons of
used when shooting with a weapon to is a combined measure of training, team carbine and rifle type that require two
determine if a shot hits. cohesion and individual courage. The hands to operate effectively. Most of
Strength (Str). The Strength stat is used higher the Command stat the greater is our troops carry standard weapons of
when fighting hand-to-hand combat to the chance a unit acts upon its orders. one kind or another, most commonly
determine if a strike scores a hit. Special (Sp). The column at the end of plasma carbines or mag-guns.
Resist (Res). The Resist stat is used when the stat-line indicates any special rules Support weapons are weapons that
working out the result of enemy attacks: that apply to that unit or individual. have a crew of two but which are light
the higher the value the better the Note that there is no fixed minimum or enough to keep pace with troops armed
chance of avoiding damage or death. maximum for stat values. However, in with standard weapons. For example, a
practically all cases, tests made against plasma cannon.
stats will succeed on a roll of a 1 and fail Heavy weapons are weapons that have
on a 10 regardless of the value tested a crew of at least three and which need
The Algoryn military is one of the
against. This is an important rule, and it to be set-up and stationary to operate.
most efficient and effective fighting
forces in the entirety of Antarean is repeated throughout the text where I These weapons usually have very long
Space. The whole of Algoryn society thought it helpful to do so. There are a ranges and are likely to be extremely
is geared for war and survival in a few variations on this idea, but let us powerful. For example, a fractal
hostile universe. begin with the assumption that it is a bombard.
general rule.

Boromites defend a mining complex against an Algoryn attack

Core Game Rules 11


THE TURN 2. Turn End phase:
Exceptions
Before the game begins the players each The order dice are gathered up and
returned to the dice bag, except in the There are a few special weapons,
place an appropriate number of order devices and situations that allow for
dice in the dice bag: one dice for every following cases: units that have a down
order (which must pass a recovery test exceptions within the normal order
unit in their force. For example, if a force phase. Don’t fret if you find an
of eight Concord (blue) units is facing a to remove their order) and units wishing
to voluntarily retain an Ambush order. exception that contradicts the order
force of nine Isorian (green) units, then phase I have described. It’s easier to
the bag starts off with eight blue order These exceptions are described later on
page 14. write a nice tight rule and make
dice and nine green order dice. occasional exceptions than it is to
explain every exception and wrinkle
TURN SEQUENCE Destroyed Units and
at the start.
Order Dice
Antares is played in turns. In each turn
the players follow this sequence: Units that are destroyed during the turn
lose their order dice immediately. If a
destroyed unit already has an order,
ORDERS
1. Orders phase:
remove the order dice placed next to it. The choice of orders a player can issue
Draw an order dice from the dice bag If a destroyed unit does not have an to his units is represented by the six
and hand it to the player it belongs to. order, remove a dice from the dice bag. faces of the order dice as follows:
The player chooses one of his units and Order dice removed from destroyed Order Summary of action
gives it an order. Place the order dice units are handed over to the opposing
next to the unit to show this. Once a unit player and placed where both players 1. Fire Shoot without moving.
has been given an order it cannot be can see them – so both players can tell 2. Advance Move and then shoot.
given another order that turn. exactly how many opposing units have 3. Run Move at increased speed
If necessary, the player takes an order been destroyed. without shooting.
test to determine if the unit follows the 4. Ambush No move/shoot, but wait
order. Reactions for opportunity to react.
The player executes the unit’s resulting Units are allowed to make certain 5. Rally No move/shoot, but lose
action. reactions in response to enemy actions D6 pin markers.
before, during or after those actions are
Back to 1. Once all eligible units have 6. Down No move/shoot, but more
complete. For example, units can
received an order, the dice bag is empty difficult to hit.
respond to enemy fire by going to
and the orders phase ends – move to ground, or they can respond to an assault
the turn end phase. Note: this core version of the Antares
by shooting as the enemy approaches,
rules uses the standard Bolt Action
and so on. In most cases, units wishing to
order dice, which are available from
make a reaction must take and pass a
Warlord Games. If you don’t have
reaction test to do so. We won’t worry
COMPRESSION about these reactions for now, but bear
special order dice, then ordinary dice
will do so long as you have two sets of
TECHNOLOGY in mind they can occur throughout the
different colours. Use the number on the
turn sequence in response to enemy
The search for Builder technology is dice corresponding to the order to show
one of the major driving forces behind actions. For more about this see the
what the unit is doing, e.g. 1 = Fire, 2 =
the exploration of Antarean space. section Reactions on page 29.
Advance, and so on.
Compression technology is a derivation
of Builder graviton manipulation Fire
science. It provides the basis for low- More than two sides?
speed propulsion motors, suspensors, The models in the unit do not move,
anti-gravity, and hyper-compressed Although most players think of instead they shoot their weapons at
materials otherwise known as games in terms of two opposing their chosen target. Heavy weapons
hypermats or HMC. HMC allows sides, Beyond the Gates of Antares is teams must be given a fire order to
quantities of raw material to be stored ideally suited to playing with three, shoot: heavy weapons can only shoot
in tiny volumes, and then reshaped or four or more sides. Simply choose a when stationary. See the rules for
expressed in the form of useful tools, different colour order dice for each Shooting on page 17.
weapons or other machinery. For side, and put all the order dice into
example, HMC allows a ‘mother’ the dice bag. This is especially useful
nanodrone to express workmate Advance
for ‘umpire controlled’ third forces,
nanites. Compression fields allow the and can also be used to play The unit can move and then fire its
same drones to re-absorb materials as weapons. As explained above, heavy
HMC, effectively giving a drone a interesting games with players of
dubious loyalty on the same side if weapons can’t move and shoot at the
workshop of tools and materials to
you wish. We won’t be exploring this same time, so a heavy weapon unit
draw upon as required. IMTel probes
use this technology to maintain the aspect of play any further in the core given an advance order can only move.
conductive nano-field fundamental to rules, but it is worth bearing in mind See the rules for Movement on page 14
Concord and Isorian society. from the start. and for Shooting on page 17.

12 Beyond the Gates of Antares


Run Unit with pins
The unit moves at increased speed, but
cannot shoot any of its weapons. See
the rules for Movement on page 14.

Ambush
The unit does not move or shoot.
Instead, the unit maintains its position
and waits for the enemy to approach.
See the rules for Reactions on page 29.

Rally
Maximum Pins take an order test to see if the order is
The unit does not move or shoot. acted upon. Roll a D10 and compare the
Instead, the unit rests, pauses for If at any time a unit has pin markers
equal to or greater than its original result with the unit’s command stat
breath, and regroups ready for the modified for pins as described above
following turn. See the rules for Pinned command stat, it is automatically
destroyed. This normally happens (i.e. –1 per pin).
Units below.
immediately, but in the case of hand-to- If the D10 result is equal or lower than
Down hand fighting it happens once both sides the unit’s modified command value, the
have fought. The unit’s will to fight has unit passes the test. A unit that passes
The unit does not move or shoot. been crushed. The unit flees from the an order test discards one pin marker,
Instead, the troops hit the dirt and keep scene in blind panic, without any and then executes the order it has been
their heads down as far as possible, thought but escape. Remove the unit in given. This represents the unit pulling
making maximum use of whatever the same way as if enemy shooting had itself together before acting upon its
cover is available. This affects the rules destroyed it. instructions.
for shooting in particular (see page 17).
If the D10 roll is higher than the unit’s
Effect of Pinning modified command value, the test is
PINNED UNITS
Each pin marker on a unit imposes a failed. A unit that fails its order test
Normally, units make the action you penalty of –1 on the unit’s command, discards one pin marker, and then
order them to make automatically, initiative and accuracy stats. Command makes a down action rather than the
without any test required. However, is discussed below. order intended. Rotate the order dice to
troops become less reliable under fire show that the unit has gone down. This
and as they become exhausted, in which Command is tested to decide if a pinned
unit acts on its orders. It is also used to represents the unit pausing to catch its
case it is possible they will fail to act as breath and recover its collective wits
you wish. This is represented by the determine if a down unit recovers at the
end of the turn, and – in some instead of doing what you wanted.
rules for pins. Pinned units are indicated
by one or more pin markers placed next circumstances – to work out if a depleted If the test is failed and the D10 roll is a
to or behind the affected unit. The more unit breaks. If a unit has a command stat natural 10 we make a special case. On a
pin markers a unit has, the harder it will of 8, and it has two pin markers on it, its roll of a 10 the test is still failed, and the
be for it to fulfil its order. command value is reduced to 6. If it has unit still goes down, but no pin marker is
five pin markers its command value is removed. The unit has fallen into
Pin Markers reduced to 3, and so on. momentary confusion and so retains all
Initiative affects a unit’s ability to make of its pin markers.
Units acquire pin markers during the
course of play, representing a reactions, whilst accuracy affects a unit’s
combination of fatigue and stress. Pin chances of hitting a target with Designer’s Note:
markers are gained when: shooting. We’ll deal with both of these
later in the appropriate rules sections. The above is a significant rules
• A unit is shot at and hit by an enemy For now we are concerned only with change over Bolt Action in that units
unit. See page 22. how pins affect orders. remove a pin marker when given an
order rather than when they pass an
• A unit takes casualties in hand-to- order. I have made this change
hand fighting. See page 27. Order Tests because down units now have to test
• A unit makes a sprint move and A unit that is not pinned acts upon any to recover their order dice, which
becomes exhausted. See page 15. order it receives automatically. The means they otherwise face a double
order dice is placed next to the unit. The whammy on top of their pins.
• A unit attempts to react to the enemy corresponding action is carried out
and fails to do so. See page 29. without any need to take an order test. The new rule is that you remove a pin
every time you give a unit an order
By far the most common ‘pin’ situation If a unit has one or more pin markers it is whether it is passed or not – unless
is where a unit is shot at and hit by an pinned and cannot act upon its order you roll a 10. If you roll a 10 you don’t
enemy unit. Indeed, one of the automatically. After placing the order lose a pin marker. This keeps things
objectives of shooting is to pin a target dice next to the unit, the player must interesting.
to reduce its fighting effectiveness.

Core Game Rules 13


Units with differing selection of rules relating to leaders and dice is left where it is and the unit starts
Command stats commanders. the following turn already down. The
unit will get another chance to recover
If a unit comprises models with differing
command stats, then always use the
Maximum and Minimum at the end of the following turn.
highest value. For example, in a squad Command Values Note that regardless of any modifiers
where one model has a value of 9 and Regardless of how many pin markers it that apply to the unit’s command stat,
three models have a value of 7, the has, or how many other bonuses or when making a recovery test a roll of 1
squad has a value of 9. penalties apply, when making an order will always succeed, whilst a roll of 10
test a roll of 1 will always succeed, whilst will always fail even if the tester’s stat is
Ordering Pinned Units Down a roll of 10 will always fail even if the 10 or greater.
There is one important exception to the tester’s stat is 10 or greater.
rule that pinned units must take order MOVEMENT
tests before making an action. If you Retaining an Order at the
All troops have a standard move rate
deliberately order a pinned unit down end of the turn (M) of 5” in this basic version of the
no order test is taken. The unit goes In the turn end phase, once all the order game. This means a model can move up
down automatically. However, note that dice in the dice bag have been drawn, to 5” when it makes an advance action,
when you do this, the unit does not lose the order dice are gathered up from the and up to 10” when it makes a run action
a pin marker because it has not taken an table and placed back in the dice bag (2M). We will introduce units that move
order test. ready for the next turn. There are, at different speeds in the expanded
however, two notable exceptions. game rules, but there is no need to
Ordering Pinned Units to Rally
concern ourselves with such things for
The rally order is used to remove several Ambush Orders now. Note that this means there is no
pins from a unit all at once. It is a very ‘movement’ stat for distance.
Units that end their turn in ambush can
good way to restore the fighting
retain their order or return the order dice
potential of a unit that is carrying lots of MOVING THROUGH
to the dice bag. This is entirely the
pins. When you take an order test to rally,
player’s choice. If the player decides to Models that belong to the same
ignore pin modifiers to the command
retain the ambush order, the order dice is formation can pass freely through each
value. If the test is passed, the unit will
left where it is and the unit starts the next other as they move. Otherwise, models
discard one pin marker because it has
turn in ambush. This potentially allows a must move round friends, enemies, and
been given an order, and it discards an
unit to stay in ambush from turn-to-turn, impassable terrain.
additional D6 pin markers for the result
of the action, thus effectively discarding watching and waiting for the chance to
react. See Reactions, page 29. Models cannot approach to within 1” of
D6+1 pin markers. If the test is failed the enemies as they move, unless the move
unit still removes one pin marker because is a run action resulting in an assault
it has been given an order (unless a 10 is Down Orders
(see Assaults, page 25).
rolled) and the unit goes down because it Units that end their turn with a down
has failed the order. order do not automatically return their Models can approach within 1” of other
order dice to the dice bag. Instead, a friendly units as they move, but must
test is made to determine if the order complete their move more than 1” away.
Designer’s Note:
dice is returned to the dice bag. Thus –
Once again this is a change from the when you give a unit a down order there RETAINING FORMATION
Bolt Action game, where heavily is no need to test when the order is
pinned units are almost impossible to Once a unit has finished its move it must
given, instead you must test to recover retain a viable formation. This overrides
rally because of the penalty. The new the dice at the end of the turn, and you
rule is that pin markers don’t affect and constrains all other rules that oblige
must make this test even if the unit is units to move in a certain fashion; for
rally orders at all, making it more not pinned.
practical to rally units during play. example, a unit that has to move ‘as far
This test is taken in the same way as an as possible’ will move as far as possible
order test – but for the sake of clarity we whilst retaining a viable formation.
Modifiers to Order tests call it a recovery test. Take the test
Aside from pin markers, which reduce a exactly as you would for any other order TURNING TO FACE
unit’s command value as described test, applying the same modifiers to the Individual models are free to turn to
above, bonuses are sometimes applied unit’s command stat. If the test is face in any direction at any time during
due to the presence of important passed, one pin marker is removed from the game. Turning to face does not
commanders or influential characters. It the unit if it has any, and the unit’s order otherwise count as movement for units
is also worth noting that there are some dice is returned to the dice bag. If the on foot or for weapons teams operating
penalties due to the effects of special test is failed, one pin marker is removed
support or heavy weapons. However,
weapons. These are all dealt with as from the unit if it has any (unless a 10 is
note that heavy weapons that turn to
additional rules for specific models and rolled) and the down order is retained
face a target by more than 90 degrees
need not concern us for the moment. into the following turn.
will suffer a penalty to their Acc value
See the Sample Armies section for a If a down order is retained, the order when they do so – see page 20.

14 Beyond the Gates of Antares


move, or if they are attempting to enter TERRAIN
What manner of creature would terrain of that kind. For example, a
willingly step beyond the Gates of A unit’s movement distance is
support weapon team with an agility sometimes reduced to reflect the
Antares into worlds of which we stat of 5 attempting to move into very
know nothing? To pass from the environment it is moving through. This
hard going will suffer a –2 penalty and allows for battles to be fought over the
safety of the Panhuman Concord have an agility value of 3.
into an uncertain and incalculable ruins of cities, in jungles, steaming
future? It is against all reason. Agility tests are taken as follows. Roll a swamps, cratered moons, shifting ash
D10. If the score is equal to or less than dunes, and so forth. For convenience,
It is beyond the scope of every the unit’s agility value the test is passed. we refer to terrain that constrains
predictor. It defies analysis. It is – in movement as hard going. Not all types
If the score is more than the unit’s agility
a word – insane. of terrain are hard going by any means,
value the test is failed. Any roll of a 1 is
an automatic pass whilst any roll of a 10 and players getting to grips with the
game may want to ignore all the rules
is a failure regardless of the value tested
AGILITY TESTS against, even if the unit has an agility of
for hard going terrain to start with.
Sometimes, during play, a unit will be greater than 10. Terrain is represented by suitable
called upon to make a test against its models; for example, model vegetation,
agility value. These tests are usually for SPRINT craters, a marsh, boulder field, etc.
kinds of movement; sprinting, climbing, Areas of terrain must be delineated
A run action is normally a double pace
leaping about and so on. A unit’s agility, either by a base or by bounding scenery
or Ag, value is its agility stat with any move of up to 10” as described at the
arranged around its edge.
modifiers applied. Special equipment and start of this section. However, an
weaponry can potentially affect a unit’s infantry or command unit that has a run When a unit attempts to move into a
agility value, but for now we shall order can make a sprint if the player hard going terrain feature, stop as soon
consider the following common wishes. The player must state that he is as a model reaches the terrain and make
modifiers. attempting a sprint before moving the an agility test. If the test is passed, the
unit: it is not permitted to move 10” and unit can complete its move into and
Very hard going terrain............ -1 then decide to sprint, for example. through the feature without loss of
Extra hard going terrain .......... -2 Support and heavy weapons teams movement distance. If the test is failed,
Support weapon team ............-1 cannot make a sprint. A sprint is a move the unit can still complete its
of up to 15” (3M) rather than 10” (2M) movement, but models moving through
Heavy weapon team .............. -2 hard going terrain do so at half pace. I.e.
but in all other respects it is the same as
Each team crewman short ...... -1 the distance moved through hard going
any other run action. If a unit makes a
The weapon team modifiers apply to all sprint it risks becoming exhausted at the terrain is doubled, so 1.5” of hard going
crewed team weapon units. Team counts as 3”.
end of the move. Once the unit has
weapons that lack sufficient crew to moved it must test its agility (Ag). If the If a unit begins its action whilst any
operate them suffer the additional test is passed it is not affected. If the model is within hard going terrain, then
penalty for each crewman they are test is failed the unit takes one pin. A make the test at the start of the unit’s
short. The terrain modifiers apply if any sprint is therefore a useful move if you move. Note that although the test is
of the unit’s models are in terrain of the want a unit to move fast, but at the risk taken for the whole unit, the reduction
type described at the start of their of taking a pin marker. of pace applies only to those individual

Areas of terrain such as this patch of jungle must be delineated either by a base or by bounding scenery arranged around its edge

Core Game Rules 15


models within a hard going terrain area definitive height or breadth for low
(even if only partially) and only applies obstacles because gamers’ scenery A transkin or T-skin is a film of null
whilst they remain within it. collections vary considerably; however, material spun practically instantly
up to 1” high and wide is ideal, and a from a hypermat capsule no larger
It is possible for a unit to cross two or than the tip of your little finger. The
maximum of 2” high and wide is
more individual areas of hard going material itself can be any colour or
recommended for the sake of clarity.
terrain as it moves, in which case roll for transparent. It forms around a
each area separately, one after the Low obstacles don’t slow down infantry person’s nano substructure – as all
other as it is reached. Similarly, if a unit units, command units or support civilised worlds are integrated
encounters a low obstacle (see below) weapon teams making a standard move societies and the cell structure of
within a hard going terrain feature, roll (M). These units can move over low every citizen is suffused with active
for this separately. Basically, make a obstacles measuring distance in the nanites. A transkin is designed to
separate test for each low obstacle and usual way. No test is necessary for encase the wear in a temporatary
each area of terrain encountered. models to cross. If a model has protective shell formed by gravitic
insufficient movement to cross an reaction between the skin’s null-
Hard Going obstacle completely it does not cross – material and the wearer’s nanite field.
i.e. it halts behind it and can cross in a This reaction burns itself out after a
For now we envisage three categories of few minutes but endows the transkin
hard going terrain: hard going (no Ag subsequent move: it does not move
halfway across. wearer with a steel-like skin that can
modifier), very hard going (-1) and extra resist most forms of attack. The same
hard going (-2). These three categories An infantry unit, command unit, support type of defence is called a neoskin or
should be sufficient to represent most weapon team making a run move (2M or null skin on some human worlds.
kinds of terrain, at least to start with. 3M sprint) can cross a low obstacle by
Note that hard going terrain of all kinds taking and passing an agility test.
requires a test to move into and through
as described above, whilst very hard A heavy weapons team making a just assume obstacles are 1” wide and
going and extra hard going incur standard move (M) can cross a low work around it as necessary.
penalties to the unit’s agility in addition. obstacle by taking and passing an agility
All reduce pace to half rate. test. A heavy weapons team cannot cross Units Behind Low Obstacles
a low obstacle by making a run move.
Two exceptions apply to the rule that
LOW OBSTACLES If a unit fails a test to cross an obstacle it units must test their agility when
As well as areas of hard going terrain, cannot cross, though models can be crossing an obstacle.
we will take account of low linear moved up to and behind the obstacle if
Firstly, an infantry, command or support
obstacles up to approximately man- they can reach it. If the test is passed,
weapon team that starts its move
height and up to the width of a base – models can cross the obstacle, giving up
already behind a low obstacle can
for example a low wall; a barricade the distance moved to do so.
always move over it without testing,
made of crates, drums or debris; or the Remember, units must retain a viable even when making a run move. Note
rim of a crater or shell-hole. Low formation once they have moved, so if this rule doesn’t include heavy weapons
obstacles are – by definition – low an obstacle is wider than 1” either all teams – heavy weapons teams always
enough for models to see and shoot members of the unit will cross or none have to test.
over when positioned directly behind, will – the unit can’t be split over the
and low enough for models to clamber Secondly, if an enemy unit is behind a
obstacle as this would compromise its
over – even if the actual model terrain low obstacle, then it is not necessary to
formation. This is why it is best to either
may appear a little higher or broader literally cross the obstacle to move ‘into
make obstacles no more than 1” wide or,
than described. In practice, we have touch’ with the enemy during an assault.
if you are willing to fudge things a little,
found it isn’t a good idea to fix a So long as the assaulting unit has enough
distance to reach the enemy, it is
sufficient for a model to move up to the
obstacle to count as ‘in touch’ with the
unit behind it. See Assaults page 25.
Boromite Overseer Squad
IMPASSABLE TERRAIN
Some kinds of terrain are impossible to
move over or through, and we call these
‘impassable terrain’ because they block
movement completely. Examples
include things like an enormous boulder,
a sheer cliff, a river of molten lava, and -
in most cases – the solid walls of
buildings. Troops equipped with anti-
gravity jumpers can potentially fly or
jump over the top of impassable terrain,
but we won’t concern ourselves with
such things in the core rules.

16 Beyond the Gates of Antares


SHOOTING You cannot draw a
Broadly speaking, the majority of units can 1 2 line of sight through
the base area of one
shoot when given a fire or advance order. In model to hit another.
some situations, units can also shoot when So, (top) red cannot
making a reaction, see the rules for Reactions shoot through blue 1
page 29. 1 2 to blue 2, and
(bottom) red 1 cannot
A unit making a fire action shoots without shoot through red 2
moving. Units making a fire action will benefit to hit blue.
from either aimed or rapid fire bonuses if their
weapons allow for these options.
A command unit, infantry unit or support
weapons team making an advance action can
move up to 5” (M) and then shoot. The unit
does not have to move, but must complete
any required movement before shooting. Note
that units shooting with an advance action
don’t get bonuses for aimed or rapid fire.
Heavy weapons teams cannot move and shoot
as an advance action; if they wish to shoot they
must remain stationary and shoot with a fire
action. A heavy weapons team can still make an You cannot draw a line of sight through another unit’s formation to hit another unit
beyond. So, red cannot shoot through blue to hit green, even though the shot doesn’t
advance action and move (M), but they cannot pass through the base of any blue models. Note that a unit can shoot through its own
shoot their heavy weapon when they do so; formation, so long as models don’t draw line of sight through the base area of any
however, crew can shoot with other weapons friends as shown above.
they carry where the rules normally allow it.

BASICS OF SHOOTING Intervening


obstructions. In this
Shooting is worked out unit on unit. When a example red cannot
unit shoots, all the models in the unit shoot at
the same enemy unit if they can. Models
unable to shoot at the chosen target don’t
X shoot at blue because
there is an area of
intervening terrain
shoot at all. between them, such
as a dense forest. The
same would be true if
Clear Shots there were
An individual model can shoot so long as it has a intervening
topography such as a
clear shot. Individual models that do not have a
hill, or a building.
clear shot do not shoot (there are some
exceptions for weapons that shoot overhead as
explained later). A shot is defined as clear if you Intervening light
can draw a straight line of sight (LOS) from the terrain. In this
shooting model to any model in the target unit. example red has a
A shot is blocked if the line passes through: clear shot at blue over
the single area of
• The base area of any model from either side intervening light
– you can’t deliberately shoot through one terrain – low
man to hit another! scrubland in this case.
This is because there
• Another unit’s formation to shoot at a are either gaps in the
target unit beyond – you can’t deliberately terrain or it is low
shoot through one unit to hit another! enough to see over.

• Any intervening topography, building or


area of terrain that lies between the shooter Here, red
and target, apart from a single area of light cannot shoot
terrain or a single low obstacle. Note it’s over the
either one or the other – not both!
In some situations troops are able to see
X second area of
intervening
light terrain –
through two or more areas of light terrain/low so it can’t
obstacles, for example if they have attached shoot at the
spotter drones. But we won’t concern blue target.
ourselves with that right now. See Spotter
Drones, page 37.
Core Game Rules 17
Shots to and from Occupied Cover As humanity spread throughout
Shooters and targets positioned within an area of terrain, or placed directly behind a Antarean space colonies were
low obstacle, are said to occupy the cover they are in. Occupied cover is ignored when established upon innumerable worlds
working out whether there is a clear shot. In other words, terrain or low obstacles very different from the home world of
occupied by the shooter or target don’t count as intervening terrain when it comes to Earth. Over the generations isolated
working out line of sight (LOS). However, note the exception below for dense terrain. populations evolved to live in all kinds
of environments, to breath alien
atmospheres, and to endure extreme
In the example pressures and gravities. This
above red is behind evolutionary process was, in many
a rubble wall and the cases, deliberately accelerated by
purple target geneticists, resulting in a universe
occupies an area of populated by humans of all kinds of
low scrubland shapes, sizes, colours and appearance.
counting as light
terrain – these don’t
count as intervening
– so red has a clear Size of Terrain Areas
shot to both blue When it comes to deciding if we have a
and purple over the
single area of
clear shot over intervening terrain, we
intervening light don’t worry too much about how big
scrub. areas of terrain are. This is because,
given the average size of most gaming
tables and bearing in mind the most
If a unit occupies an area of dense terrain, i.e. a terrain feature than is not commonly used sizes for terrain areas, it
specifically designated as ‘light’ terrain, such as a dense forest or tangled woodland is sufficient to talk in terms of the
– then the ability to draw a clear shot over one intervening light terrain or number of areas of terrain. In most
intervening low obstacle is cancelled out. In effect, when it comes to shooting at a situations, this makes it easy to tell
unit occupying dense terrain, or when a unit shoots from dense terrain, no line of whether a shooter has a clear shot or
sight (LOS) can be drawn over intervening light terrain or low obstacles. However, not. However, if you are using terrain
note the exception for Spotter Drones page 37. areas that are especially large it will be
necessary to take this into account. So,
if a shot is drawn through more than 10”
of the same continuous light terrain
area, then each further 10” counts as
another area. So, 30”of continuous low
scrubland would count as three areas of
light terrain – for example. As large
areas of terrain such as this are unusual,
we find it more practical to talk in terms
of the number of areas and make this
exception where necessary.

X Designer’s note.
Generally speaking, distances
between models are always
In the example above the purple unit is occupying dense woodland – this cancels out a measured base edge to base edge as
shooter’s ability to draw a clear shot over one intervening light terrain area. The red this is the easiest and most intuitive
shooters can draw a line of fire into the woodland because there is no intervening terrain. method. It is what most players will
The yellow unit cannot draw a clear shot because of the intervening area of light terrain. In do naturally. The main reason we
both cases the reverse is also true, purple can draw a clear shot at red but not at yellow.
resort to centre-to-centre for
working out line of sight is because
this avoids confusion caused by
Where exactly do I draw a line of sight from? different base sizes, in particular
Our models are often different sizes and shapes, and base sizes may vary in some when it comes to very large or wildly
cases. So, when drawing a straight line from a shooter to a target to determine if animated models. In practice it is
there is a clear shot, we draw a line from the centre of the shooter’s base to the rarely necessary to be quite so
centre of the target’s base. In practice, it is usually obvious enough whether a exacting, and players are encouraged
model has a clear shot or not, but if in doubt apply the ‘centre-to-centre’ rule. to decide these things for themselves
In the case of support and heavy weapons, where the weapon itself is being fired, where this is agreeable; however, this
draw the line of sight from the centre of the actual weapon model. This makes precise approach provides us with a
more sense because the models in the team are acting as crew. more finely tuned method for those
occasions that call for it.

18 Beyond the Gates of Antares


MEASURE RANGE game purposes, we are only concerned
When a unit shoots, all of its models with the distance between opposing Nanites
shoot at the enemy unit as a whole. units and not the distance between
individual models. This is done to speed Nano-sized drones, or nanites, are a
Therefore, don’t measure the range of key component of practically all
individual shooters. Instead measure the up gameplay and avoid fiddly micro-
management, but – if it helps you can advanced societies, providing the
range between the units, from the physical carrier medium for
closest shooting model to the closest also think of it as reflecting the
considerable range attainable with the machine-creature interaction,
model in the target unit to which it has a supporting energy fields, and
clear shot. Measure the distance advanced weaponry of the Antarean
universe. forming the conductive network for
between the two models base edge to intra-atmospheric data highways.
base edge. Therefore, if the closest In the case of support and heavy These tiny drones are in the order of
shooter is 10” away from the target all weapons, where the weapon itself is the size of mycoplasma, and are
the models in that unit are at 10” range. being fired, measure the rangealong the therefore invisible to the human
Note that this means that the distances barrel from the end of the barrel to the eye. They easily penetrate and
given for weapon ranges are often target. In this case the members of the saturate the bodies of living
exceeded, as individual models may be unit are acting as crew, so it makes more creatures.
further from the enemy than others. For sense to measure from the weapon.
On the most local level – a personal
armour defence might cast an
Models with multiple weapons invisible deflection shield around an
A model can potentially carry two or more ranged weapons. These might be individual person, or form the
separate weapons, such as a mag pistol and plasma carbine, or it could be a framework for a protective energy
weapon with an attached sub-mounted weapon, for example a plasma carbine shield. On a larger level, the human
with an X-slinger attachment. In any case, a model always shoots with one Concord and rival Isorian Shard are
weapon; and even where a model has more than one shot at a time it can only integrated by means of nano-sized
shoot with one weapon. Support and heavy weapons crews usually carry personal drones that form planet-wide
weapons too, a crewman can shoot with his personal weapon or he can operate conductive fields maintained by
the crewed weapon, but not both at the same time. data probes.

The author’s Boromite force plunders ruins of ancient civilisation

Core Game Rules 19


ROLL TO HIT Intervening: in situations where units have a clear shot over an
For each shooter that has a clear shot, roll a D10 to determine intervening low obstacle or through intervening light terrain,
if the shot strikes the target unit. If the score is equal to or the penalty indicated applies to the score required to hit. Note
under the shooter’s accuracy value (Acc) the shot has hit. If that this penalty only applies to intervening terrain and
the roll is over the shooter’s Acc the shot has missed. A hit obstacles as described – it does not apply to cover occupied by
represents a shot that is on target and which has landed either the shooter or the target. Remember, in most cases a
within the bounds of the enemy unit – a further test is made unit can only draw line of sight over one intervening low
to establish if an individual enemy is struck and killed (see Roll obstacle or area of light terrain (see Clear Shots, page 17).
to Resist, page 22). In many situations it is likely some models in the shooting unit
A shooter’s Acc stat is modified as per the Accuracy Stat will have to draw their line of sight through intervening terrain
Modifiers table to determine the Acc value for shooting. If all to hit some of the target. Regardless of this, for practicality’s
the models in the shooting unit are armed the same way you sake we either apply the penalty to all the shooters or none. In
can roll all the dice together to save time. If some models are these cases we will say that the penalty applies to the whole
armed differently, you can either roll separately or use unit if there is intervening terrain between most of the models
differently coloured dice to represent different weapons. in the target unit and most of the models in the shooting unit. If
it is imposible to apply the most shooters/most target rule,
work out shots in batches or model by model.

ACCURACY STAT MODIFIERS


Modifier Type Situation Modifier
Pinned Each Pin marker on the
shooting unit -1
Range Effective (hand weapons) +1
Effective (other weapons) 0
Long -1
Extreme -2
Intervening Low Obstacle -1
Light Terrain -2
Fire Mode Aimed Fire (Fire order) +1
Rapid Fire (Fire order) -1 In this case three of the red shooters can fire at three of the purple
unit without their shots passing through the scrub terrain. Because
Overhead Fire Overhead weapon -2
there is no intervening terrain between most of the shooters and
Weapon Teams Each crewman short -1 most of the target, no penalty is applied to any of the shooters.
Heavy weapon out of arc -2
Fire Modes: where troops carry weapons capable of shooting in
different modes the entire unit must shoot in the same mode, and
this affects all weapons capable of shooting in that mode, i.e. the
Range: weapons have different effective, long and extreme entire unit must aimed fire with all models armed with weapons
ranges depending upon their type. Note that hand weapons – capable of aimed fire, or the entire unit must shoot rapid fire with
typically pistols – have an Acc bonus of +1 at effective range, all models armed with rapid firing weapons. These modes are only
whilst other weapons do not. Below are a few examples of available to units that are given a fire order. Weapons that have the
common weapons to illustrate the idea. See the Basic rapid fire ability are indicated by the weapon’s details in the
Armoury section for full details, page 32. Armoury section. If weapons have the rapid fire ability they can
shoot multiple times when given a fire order, and each shot suffers
a penalty of –1 to Acc as shown on the modifiers chart. Units
equipped with rapid fire weapons can always choose not to rapid
Weapon type Effective Long Extreme fire, in which case firers make one shot and forego the hit penalty
for rapid fire. Except for Overhead (OH) weapons, all standard and
Mag pistol or support weapons can fire an aimed shot when given a fire order,
plasma pistol 10” 20” 30”
with the benefit of a +1 to Acc rolls as shown on the modifiers
Mag gun 20” 30” 60” chart. Note that you have to choose one mode for the whole unit,
Plasma carbine 20” 30” 50” rapid firing weapons cannot rapid fire and aim at the same time–
it’s either one or the other. Note that other types of weapons don’t
Mag Repeater 20” 30” None get the aimed fire ability, for example pistol type hand weapons
Mag Light Support 30” 50” 100” and heavy weapons.
X-Launcher 10-30” 60” 120” Overhead fire: this modifier applies to weapons that lob a shot
over the heads of interposing troops or terrain – this is covered
on page 22.

20 Beyond the Gates of Antares


Weapon teams: if a weapon team no longer has enough
crewmembers to operate at full efficiency then its Acc is
reduced by –1 per missing crew member. In the case of heavy
weapons teams, although models can turn to face a target
without counting as movement, if a heavy weapon must turn
A B
by more than 90 degrees to face a target it suffers the penalty
shown: this is described as ‘out of arc’, i.e. the crew must turn
the weapon around to fire.

To Hit Rule of 1s and 10s


When rolling to hit 10s always miss regardless of any
modifiers that apply and regardless of the shooters’ stat, even
if it is greater than 10. C
When rolling to hit, if a shot requires a roll of less than 1, then In this example red shoots at blue and scores 3 hits. No hits can be
the shot can still hit if you roll a 1 followed by another 1. This is allocated to blue C because it is behind a building and there is no clear
the outside chance to hit rule. This is an exception to the usual shot. The first hit must be allocated to blue A because there is no initial
rule that rolls of 1 always succeed – in this case a 1 entitles you clear shot to blue B. Once blue A has received a hit the second hit is
to try again for another 1. allocated to blue B because A no longer blocks the shot, and hits must
be allocated as evenly as possible. The third hit can be allocated to
The outside chance to hit rules doesn’t apply to weapons that either A or B as the player wishes, as both are now clear targets.
fire overhead (OH weapons). In the case of these weapons a 1
will always hit regardless of any modifiers than might apply. In
Bear in mind that where a unit is firing a mix of weapon types
this respect OH weapons obey the normal rule of ‘10s and 1s’.
this can affect the following resist roll as different modifiers
See Overhead Fire on page 22.
might apply. This is why it is a good idea to use differently
coloured dice when rolling to hit with different kinds of
Bull’s Eye Rule weapons; that way, you can use the same differently coloured
So long as a shot requires a roll of more than 1 to hit, a dice to allocate hits to individual models.
successful roll of a 1 means you have scored a bull’s eye and can
allocate that hit to a model in the target unit. Normally, the
player whose unit has been shot at allocates where hits land, as Hits distributed amongst Lavamites unit
described below. Note that this rule doesn’t apply if you need a
1 to hit in the first place, or to outside chance shots as described
above, only to shots requiring more than 1 on a single roll.

Hits On Down Units


Units that have gone down are much more difficult to hit than
other targets. To represent this, each dice that scores a hit on
a down unit must be re-rolled, and a hit is only actually scored
if it hits again. In the case of hits inflicted by the outside
chance rule, just re-roll the second 1 and not the whole
sequence – i.e. you will need three 1s to score a hit and not
four (good luck with that!).
This is the chief advantage of a unit that has gone down, Any bull’s eyes scored by the shooter are allocated first by the
whether voluntarily or otherwise. Note that, in addition to player who scored the hits. The player whose unit has suffered
units going down as an order, or as a result of a failed order, it the hits allocates all the remaining hits. Hits can be allocated to
is also possible to go down as a reaction to being shot at in any models that can potentially be hit, so long as hits are
some situations – see Reactions, page 29. distributed as evenly as possible amongst the potential targets.

Allocate Hits
Each hit scored must be allocated to an individual model Designers note.
within the target unit. Hits must always be spread as evenly as Bear in mind that when allocating hits we don’t worry
possible amongst viable targets within the unit. Take all the whether an individual shooter has a clear shot to an
dice that have scored hits and place them next to individual individual model – only that the shooter has a clear shot to
models to show which have been hit. the unit as a whole (i.e. to at least one model in the unit).
As a result a shooter can theoretically hit a model he
Hits can only be allocated to models that the enemy has a
doesn’t have a clear individual shot to. This saves worrying
clear shot to. However, once a model has been allocated a hit,
about exactly which shooters are firing at which individual
other shots can pass though it and hit models behind. In other
models - not unreasonable when you consider that in
words, once a model has a hit allocated to it, it doesn’t block
reality the combatants are not frozen in time but
further shots, and models behind it become clear targets. If
constantly in motion and shooting as opportunity permits.
there are no clear shots to a model at all it cannot be hit and
no hits are allocated to it.

Core Game Rules 21


When it comes to allocating hits upon model’s Res, the trooper falls casualty to resist rule. This applies regardless of
weapon teams, such as support and and the model is removed as ‘dead’. the SV of the weapon: there is always an
heavy weapons, hits are allocated outside chance to resist representing
If a weapon team’s entire crew falls
evenly amongst the crewmember the target ducking at the last moment,
casualty, then the weapon itself is also
models. The weapon itself cannot be hit the shot hitting some intervening
considered destroyed. Destroyed
unless it is an autonomous weapon object, or some similar fluke of
weapons are best removed for the sake
drone. We won’t worry about weapon circumstance. As with the outside
of clarity, but in the case of large heavy
drones or other automated units for the chance to hit rule this is an exception to
weapons, players can alternatively leave
moment (see the Basic Armoury section the general rule that rolls of 1 always
the model in place, marking it in some
for more about these units). succeed, in this case a 1 gives you a
fashion to indicate it is out of action.
second chance to roll another 1.
The model’s Res stat is modified as per
PINS FROM SHOOTING the following table to give the Res Occupied Cover
Every time a unit is shot at by an value. Where several identical models
If a target occupies cover a modifier is
enemy unit and suffers one or more have been struck and all require the
applied to its Res in the form of a bonus:
hits as a result, place a single pin same roll, it is convenient to roll all the
+1, +2 or +3. In most cases, cover
marker next to it. It does not matter dice together. Where different scores
bonuses come from terrain or from low
whether hits cause casualties or not, are required it is necessary to roll
a pin marker is placed on a unit separately, in batches, or to roll obstacles. For example, a boulder field
whenever it is hit. Nor does it matter differently coloured dice, as the players (+3), jungle (+2) or low scrubland (+1).
whether the shooting unit scores find most convenient. Most thick vegetation, cratered ground,
one, two or more hits – only one pin and scattered debris has an associated
marker is placed on the target. bonus of +2 and this is the default value
for cover where not otherwise specified.
Units that are shot at by several For our core rule set we won’t go into
enemy units, or over a number of
RESIST STAT MODIFIERS
details about types of terrain, we will
turns, can potentially rack up Modifier Situation simply assume all occupied cover has a
multiple pin markers. They become type Modifier bonus value of +2 and that players are
more firmly pinned and their perfectly capable of determining for
effectiveness is reduced even Strike Value (SV) of
themselves what kinds of terrain count
further. shooter’s weapon - SV
as cover.
As an exception to the general rule Resist Bonus (RB)
A model is within cover if the centre of
that one shooting unit only inflicts of target’s armour +RB
its base lies within a terrain area that
one pin marker, in the case of some Occupied Cover +1/+2/+3 offers a cover bonus. If a unit includes
weapons and/or munitions two or models within different grades of cover,
more pin markers can sometimes be or some in cover and some not, then
scored against a target in one go. different resist bonuses will apply to
These specific exceptions are some models. This is why hits are
Strike value: all weapons have a SV and
covered later in the rules for allocated to individual models before
this can potentially vary according to
different kinds of weapons. working out resist rolls.
range. Apply the SV for the weapon that
It can sometimes happen that one of has struck the model. Apply the appropriate cover bonus to
your own units is accidentally hit by the Res of a model if it is within cover as
Resist bonus: all armours have a RB and
your own side’s shooting. These defined above.
this can potentially vary in some
accidental hits also result in a unit
situations as explained later. Apply the
taking pin markers as if the target OVERHEAD FIRE
RB to the model’s Res stat.
had been an enemy. Pins can also
occur in some situations as a result Occupied cover: if the model is behind Overhead fire (OH) weapons lob a shot
of attacks from neural or or within cover it is more able to resist into the air in such a way that it falls on
psychological weapons, but these attacks. Apply the modifier shown for top of the target – something like a
are relatively rare and we won’t the cover type (see Occupied Cover) modern mortar or howitzer. We work
concern ourselves with such things in out shooting for OH weapons somewhat
the core rules. Resist Rolls of 1s and 10s differently than other weapons, making
use of a marker or template to
When rolling to resist a hit, 10s always determine exactly where a shot lands
fail as usual, regardless of any modifiers and which units are hit.
ROLL TO RESIST that apply and regardless of the target’s
To resist a hit, the player whose model Res stat even if this is greater than 10.
has been struck takes the dice placed This Shard is dying and with it the
When rolling to resist, if the score experience and knowledge of a world.
next to the model and rolls it. If the
required to make a successful resist is But there are many worlds – many
score is equal to or under the model’s
less than 1, then the model can still Shards – and together we are
resist (Res) value the trooper has
resist successfully if you roll a 1 followed imperishable.
avoided the shot or his armour has
by another 1. This is the outside chance
deflected it. If the score is more than the

22 Beyond the Gates of Antares


Cover From Low Obstacles.
If a model is placed directly behind a low obstacle so that it touches it, the model SPACECRAFT
counts as behind cover to any enemy that draws line of sight over the obstacle. The
models behind cover will get a bonus to their Res when they are hit. Spacecraft vary from tiny
transporters less than a hundred
metres long to vast craft tens of
kilometres in length and home to
untold millions of people. The
largest craft are usually moored
around a sun and rarely make the
interstellar journey, instead serving
as a base of operations within a
solar system. Depending upon their
size and function, spaceships utilise
a variety of different drive
mechanisms, but even the fastest
ships are incapable of reaching
light-speeds.
The red unit is behind a low obstacle and the blue shooters must
shoot over the obstacle – each red model is therefore behind cover. Most of the time required for
interstellar journeys is needed to
travel from gates to destination
Cover From Occupied Terrain. worlds. This can be anything from a
few hours to several months
If a model occupies terrain, the model counts as behind cover to any enemy that depending on where gates are
draws line of sight to that model. Models in occupied terrain get a bonus to their located within a solar system.
Res when they are hit. Although direct interstellar travel
occurs in a limited way between
nearby stars, such missions are
usually undertaken by unmanned
craft. A journey through interstellar
space takes many years, and only in
a few rare cases have the results
been sufficiently worthwhile to
establish permanent colonies.
Several alien species that evolved
upon worlds inaccessible by gates
The blue unit occupies an area of light ‘scrub’ cover – spread though local space in this
although some purple models are partially within the area, way, before discovering a gateway
the centre of each model’s base lies within the cover so each in an adjoining system.
blue model is considered to be within cover.

Drawing line of sight


from cover
A model drawing line of sight
from within occupied cover
or from behind a low obstacle
can do so without incurring a
penalty ‘to hit’ or conferring a
bonus to the enemy’s Res
because of it. The cover is
simply ignored when the unit
shoots. For example, a model
placed directly behind a low
obstacle can draw line of
sight over it as if it were not
there. We assume shooters
The red unit has taken cover behind a low obstacle and has a clear shot to both the blue unit in the open
position themselves so their and purple unit within light ‘scrub’ cover. No penalties are applied due to red shooting over the low
own cover does not get in the obstacle, although the purple models will get a Resist cover bonus from the area of scrub they occupy.
way of their shot!

Core Game Rules 23


OH weapons are indicated in the Special chart, there is an additional -2 Acc the template lies over models from
Rule column for weapon stats. If a penalty when shooting with an OH different units.
weapon has the OH rule then it can only weapon. This is on top of any other
Note that buddy drones are unit
shoot overhead as described here. penalties that apply, and these are
equipment and not members of the unit
worked out in the same way as for other
An infantry, command or support they belong to – a unit is not hit just
shooting. Do include penalties for
weapon team can fire OH weapons with because a buddy drone lies beneath the
shooting over intervening terrain – even
either an advance or fire action. A heavy overhead blast template. Buddy drones
though the shot is lobbed over the top
weapon team can fire an OH weapon are always ignored when calculating line
of it – the view of the target is still
only with a fire action. This is the same of sight and distributing hits on units
compromised by the terrain. Regardless
as for other weapons, but is worth (see Buddy Drones, page 37).
of any modifiers that apply, OH
repeating because many rules for OH
weapons will always hit on a minimum Having established which unit or units
weapons differ from normal.
score of 1. Note that this means there is are hit, remove the template and
Weapons that have the OH rule cannot no outside chance to hit with an OH resolve the effect for that weapon.
use rapid fire or aimed fire. When they weapon as there is for other weapons. Weapons that shoot OH are generally
make a fire action they cannot benefit Rolls of a 1 always hit. blast weapons that cause multiple hits
from these rules. as described below.
If a hit is scored then the shell strikes
OH weapons can only engage targets at where you have positioned the template.
ranges of more than 10” as measured in We call this a direct hit. The unit that you Targeter probes
the standard way. If a target falls within have shot at is hit and the shot is resolved
this distance then the unit is too close as described for the weapon. In cases where the target has been
and the weapon does not shoot. marked by targeter probes, the ‘off
If the Acc roll to hit is a 10 the shot is target’ roll for OH weapons is
Remember, ranges are always measured
either a dud or flies off harmlessly and reduced by –1” per targeter. This
unit to unit, so in some cases it is possible
has no further effect. makes fire directed by targeter
an actual weapon might be further than probes deadly accurate (see Targeter
10” from the target. Even where this is Otherwise, if the dice roll fails to score a Probes on page 39).
the case, an OH weapon cannot shoot if direct hit the shot goes off target but
the unit is not more than 10” from the might still score a hit on something –
target as measured in the standard way. although not necessarily the unit you
originally aimed at! To represent this, Suspensors are a fact of everyday
To shoot OH you will need either a shot life: energy forcefields that enable a
move the template D5” in a random
marker or overhead blast template drone to float through the air, or
direction and add +1” to this distance for
depending upon the kind of ammunition buildings to hover suspended in
each pin that the shooting unit has. So,
used. The standard kind of explosive shot space – held in position by structural
for example, if the shooter has 3 pins a
makes use of the overhead blast suspensors.
‘miss’ would go off target by D5+3” (4-
template. Special munitions generally
8”). If any portion of the repositioned Suspensor technology has largely
make use of a small shot marker instead
template lies over the centre of any replaced physical motive force as a
(e.g. a card chit, token or coin). See the
model/s, then the unit that model is a means of propulsion – it provides the
Special Munitions section on page 34 for
member of is hit. This could be the means by which most vehicles,
more about how these work. For now we
original target or another unit entirely – drones and loads move from place to
will assume we are shooting standard
friend or foe! It is possible to hit more place – invisibly, silently and speedily.
explosive ammunition, for which we will
than one unit in this way in cases where
need an overhead blast template.
An overhead blast template is a circle 3”
across with a hole in the centre 1” across
- see the diagram right. It is used to work Bovan Tuk,
out if blast weapons hit their target. Mhagris Mercenary
Leader
Position the template so that the centre
lies over the centre of the base of one
model in the target unit. This is the
aiming point. The shooter does not need
line of sight to this actual model. So
long as the shooter has line of sight to
the target unit in the usual way, any
model in the target unit can be selected
as the aiming point.
You will probably have to hold the
template in position over the target as
you check the accuracy of your shot.
Make your Acc roll to hit. Note that, as
shown on the Accuracy Stat Modifiers’
For a downloadable version of this template visit www.gatesofantares.com

24 Beyond the Gates of Antares


Overhead Fire and Cover ASSAULTS
In humanity’s primitive past there
When shooting OH weapons, Acc was simply life and death, but in the An assault occurs where a unit moves
modifiers for intervening terrain and Seventh Age death is rarely absolute into contact with an enemy unit. Assaults
obstacles apply exactly as they do for for humans born upon civilised usually involve an exchange of shots as
other shooting. However, no cover worlds. Whilst bodies can die or be the attacker approaches the enemy, and
bonuses apply to a target’s Res unless blown apart, minds can be close quarter fighting using both regular
models are inside a building or under a preserved at least in part and and close combat weaponry such as
roofed shelter of some kind, because the transferred into machine tractor mauls, lectro-lashes and – in
shot plunges down on the target. If there intelligence or cloned creatures. extremis – fists and teeth.
is any doubt about this, consider the shot Such dead are not truly dead, but
striking directly from above the target. nor are they quite the same as the Only infantry units and command units
living, and many who tread this path can make an assault. Other kinds of
Speculative or ‘Blind’ Fire ultimately choose self-annihilation units, including weapon crews, are not
over eternal inhuman existence. allowed to make an assault, although
OH weapons can also shoot at targets
they can be the targets of an assault.
even though the shooters do not have a
clear shot – in other words where the To make an assault, a unit must be given
shooters can’t see their target because BLASTS a run order, and the player must
there is no line of sight. We call this Some weapons have a blast effect and announce he is attempting to make an
speculative fire or blind fire – depending they are described as blast weapons. assault before moving the unit. Units
upon how Anglo-Saxon we are feeling. Most weapons that fire overhead (OH) attempting an assault move at run rate
are of this type. Blast weapons inflict a (2M) or they can use their order to sprint
When shooting speculative fire a roll of
variable number of hits – D4, D6, etc – as (3M) where they would otherwise be
a 1 is required to score a hit. The shot is
indicated in the Special Rules column of permitted to do so. A player wishing to
worked out in the same way as already
the weapon stats. sprint must say his unit is sprinting when
described, except that shots go off
announcing the assault. He might choose
target by D10” +1” per pin in a random When you score a hit on a unit with a
to do this because the enemy are
direction instead of D5”+1” per pin. blast weapon, roll the dice indicated to
obviously further away than a normal run
generate a random number of hits. Once
move, or because he anticipates the
you have the number of hits, take that
Designer’s Note. enemy will try and escape. Either way,
number of D10s and allocate them
say if the assaulting unit is sprinting when
Although I have not formulated this against the target unit, allocate the first
you announce the assault. If a unit
into a rule, please take it as read that hit to the model/models under the centre
sprints, it must test its Agility in the usual
an overhead weapon can only be fired of the OH template if firing an OH
way and takes a pin if this is failed.
where there is headroom to do so. You weapon. Otherwise, the player whose
can’t fire an X-launcher from inside the unit has been hit distributes the hits If at least one model in the unit can move
cellar of a building for example – the evenly amongst all the models in the unit into touch with an enemy model then the
ceiling tends to get in the way. The regardless of where exactly the shot has assault move is successful. If the move is
core rules don’t make provision for landed or whether individual models successful, all the models in the
internal or enclosed spaces – I mention present a clear shot or otherwise. assaulting unit will fight regardless of
this in case anyone was wondering! whether they can reach an enemy or not.
Bull's eyes are ignored when shooting
with OH weapons. In the case of direct If a unit is unable to reach its target there
Spotter Drones hits, the first hit is always allocated to the is no assault. This can sometimes happen
model at the centre of the template. All where the player has misjudged the
If the shooter can patch sight to the other hits are allocated evenly amongst distance, if the enemy makes an escape
target via a spotter drone then the unit by the owning player. reaction or where intervening terrain
speculative fire shots that miss go off
slows a unit down, for example. If a unit
target D5” “+1” per pin as if the If a target is down then it is harder to
shooter had a clear shot to the attempts an assault but fails to reach its
inflict hits on the target. In the case of
target. Spotter drones and patch target, then it moves as far as it can
blast weapons, rather than re-roll hits as
sight are described on page 37. towards the enemy up to the total
we would for other weapons, instead the
distance moved, i.e. either 2M or 3M
number of hits scored is halved rounding
depending on whether the player
down. For example, if a blast weapon
Randomising Direction chooses to sprint or not. A unit that is
scores D6 hits and rolls a 3 the number of
unable to reach the enemy will avoid
You can use whatever method you hits is reduced to 1.5 rounding down to 1,
further terrain that would oblige it to test
like to find a random direction – but whilst a roll of 1 would round down to 0.
its agility where possible.
as we are rolling a D10 anyway Remember that no bonuses for cover
(D5=half D10 score) it is convenient apply when making resist rolls from
to use the arrow shaped facet of the blasts caused by OH weapons, as noted For thousands of years no human
D10 roll as a direction arrow. Roll the above. However, a few blast weapons has had an original thought or had to
dice close to the target and move are not OH (X-slingers, for example) and make a difficult decision. That is the
the template in the indicated in these cases Res cover modifiers apply triumph of the Seventh Age. That is the
direction by the indicated score. as normal. gift of Integrated Machine Intelligence.

Core Game Rules 25


MOVE TO THE ASSAULT WORKING OUT THE ASSAULT
When measuring to check that models can reach an enemy, remember to take into An assault is worked out in two separate
account anything that a model might have to move around. During an assault, stages. First, both sides work out point
models can move to within 1” of enemy they are assaulting; this is an exception to the blank shooting. Secondly, both sides
normal rule that forbids models from approaching to within 1” of enemy. work out hand-to-hand fighting. The
Each assaulting model must move as far as it can towards the target, and must try to assault can potentially end after either
touch an enemy model in the target unit if it can. Where a player has a choice of going of these stages, for example, because
around terrain or through hard going to reach the enemy, he must specify before one side is wiped out by point blank
moving the assaulting unit because there may be the potential move penalty or a risk shooting, or because one side has lost
of failing to contact the enemy due to distance. Aside from moving around terrain and the assault once hand-to-hand fighting
other enemies, models making the assault must move as directly towards the enemy is over.
as they can. Once a model touches an enemy its move ends. Any individual models
unable to reach an enemy still take part in the fight – they are close enough.
Reactions to Assaults
Just as in other situations, units making an assault must also retain their formation,
continuing to form a chain with models up to 1” apart. This overrides the In some situations units that are
requirement to touch an enemy or move a full move. This may result in individual being assaulted can attempt to
models failing to touch an enemy; however, this doesn’t matter so long as the make a reaction before the assault
assault is successful. takes place. These options are
discussed in the separate section
Reactions on page 29.

Point Blank Shooting


Only troops equipped with standard or
hand weapons take part in point blank
shooting. Support and heavy weapons
cannot shoot, but note that most crew
members do carry some kind of hand
weapon that they can use during an
assault. Standard or hand weapons with
a minimum range of 10” or greater
cannot shoot either, but most troops
equipped with weapons of this kind also
carry hand weapons for close defence
The Red unit assaults the blue unit and makes a Run move. Only the closest red model, (e.g. compression weapons). Troops that
can move into touch – but this is enough to mount a successful assault. The remaining red
models move as far as they can towards the enemy.
do not carry either standard or hand
weapons cannot shoot.

Assaults, Terrain and Obstacles


If the assaulting unit has to move through
hard going terrain to reach the enemy,
make the standard test. If this is failed the
usual penalty is applied to movement
through hard going terrain (half run pace
for models moving through hard going).
If the assaulting unit has to cross an
intervening low obstacle to reach the
enemy, make the standard test. If failed the
usual penalty is applied and models stop at
the obstacle without crossing.
Remember, units can move freely over a
low obstacle they are behind at the start of
their move. Assaulting units also ignore any
low obstacle the enemy unit is positioned
behind. When assaulting an enemy behind
a low obstacle, a unit must be able to reach
the target were the obstacle not in the way.
The blue unit assaults the red unit, which is in cover behind a wall. The nearest blue
If the assault is successful, models with
model has to be able to reach the red unit, and the assaulting troops are moved as far as
sufficient move are lined up against the they can into touch with the wall.
obstacle facing their opponents.

26 Beyond the Gates of Antares


Both the attacking unit and the unit retains its pin markers, but no penalty is
being assaulted can shoot point blank applied on account of pins during hand-
fire. It doesn’t matter whether the STRENGTH MODIFIERS to-hand fighting.
assaulted unit already has an order or
Assault:The unit making the assault When it comes to taking resist tests in
not, point blank shooting is part of the +1 during the first round hand-to-hand fighting, no side can claim
assault and doesn’t need a specific order.
Weapon: As described for weapon* an occupied cover bonus to its resist
The usual routine is to work out the value. No occupied cover bonuses apply
shooting for both sides simultaneously. once units are fighting hand-to-hand, as
The exception is if the assaulted unit has
Designer’s note the unit making the assault has
There are no weapons that have
made a stand and shoot reaction, in effectively breached any cover the
a strength modifier in the basic
which case it gets to shoot first – see enemy might otherwise have.
game to date. I will change that
page 29. Unless the unit being assaulted in due course –don’t let this Once hand-to-hand fighting has been
has a fire order, all shooting is worked confuse you! worked out, remove any casualties, add
out as if an advance order had been
a pin marker to any unit that has
given to both sides. If the unit being
suffered one or more hits, and add a
assaulted has a fire order, then it shoots
further pin marker for each casualty
with the usual bonuses and mode When it comes to taking resist tests, the suffered by the unit during the fighting.
options for troops given a fire order (e.g. strike value (SV) for hits scored in hand- For example, a unit taking two
rapid or aimed fire). to-hand combat is usually zero, unless casualties from hand-to-hand fighting
During point blank shooting we do not the attacking model is armed with a will take three pins in total.
worry about whether individual models hand weapon in which case the
have a clear shot to their target – we weapon’s SV is used instead. Note that Down Units fighting
assume all models have a clear shot at some models do have a hand-to-hand
Hand-to-Hand.
some point during the assault. SV bonus of +1, +2 or more, as in the
Therefore, every model will shoot case of Lavamites for example. If a unit has a down order whilst fighting
assuming it is armed with a weapon that hand-to-hand combat then it strikes
During hand-to-hand fighting all models after the enemy instead of
enables it to do so. taking part in the assault on both sides simultaneously. This means that any
If the unit being assaulted is behind a low fight, just as for point blank shooting. It models removed as casualties don’t get
obstacle or within cover, then this counts does not matter whether individual to fight back. The enemy unit works out
during point blank shooting as it would models are touching an enemy or not, its attacks, casualties are removed, and
for any other shooting (i.e Res modifier all models fight. It is even possible that pins placed. Then the down unit works
for occupied cover). The assaulting unit no models are touching, because point out its attacks and casualties are
can potentially be within cover too, in blank shooting has eliminated touching removed and pins placed. Finally work
which case it also receives the bonus, for models; even so all models fight. out the results of the fight, including
example if the entire assault is taking Unless stated otherwise, models strike taking any break tests, as described
place within a wood. Note that occupied once in hand-to-hand fighting. below.
cover bonuses do not count for However, some weapons, and some
subsequent hand-to-hand fighting. Attacks against down units do not have
creatures, strike multiple times – in to be re-rolled during hand-to-hand
If the unit being assaulted is down then which case roll the appropriate number fighting. Down units get no advantage
this is also taken into account during of dice ‘to hit’. For example, models in hand-to-hand fighting and suffer the
point blank shooting. This means the equipped with lectro-lashes strike twice. disadvantage of striking last.
assaulting unit will have to re-roll its hits Hand-to-hand fighting is worked out
during point blank shooting. simultaneously for both sides unless the RESULTS OF ASSAULTS
Work out shooting and remove any assaulted unit is down (see below). Work After hand-to-hand fighting is finished,
casualties that occur. Place a pin marker out hits for both sides using strength and assuming neither side has been
on units that suffer hits. Once point and allocate hits as for shooting: completely eliminated, the side that has
blank shooting is complete, take an distributing hits evenly with the attacker the greatest number of pin markers is
immediate break test for units that allocating any 'bull's eyes' and the defeated and must take an immediate
require it. If either side is broken as a owning player allocating remaining hits. break test. If both have the same number
result, the unit is removed and the Then take resist tests and remove any of pins both must take a break test (see
assault is over. See Break Tests, page 28. casualties that result. No resist Break Tests on page 28).
modifiers are applied for occupied cover
Hand-to-hand Fighting during hand-to-hand fighting.
Hand-to-hand fighting is resolved using The following stat modifiers apply to A million mechanical intelligences
the combatant’s strength stat to score strength during hand-to-hand fighting. focus and coalesce into human
hits rather than accuracy; otherwise, it is Hand-to-hand fighting is different from shape, at first diffuse and shadowy,
worked out in a way comparable to shooting in so far as no penalty is and soon indistinguishable from man.
shooting. Stat modifiers that apply to applied on account of pins accumulated. Yet it is not a man. It is an Imago:
strength are given below. Pins do not affect strength. The unit a creature of the Shard.

Core Game Rules 27


As is the usual rule, any unit that during follow-on combat. There is no defeated in hand-to-hand fighting as
accumulates at least as many pins as its limit to the number of rounds of follow described in the Assault rules. A break
raw command stat is broken without a on combat you can fight. test must be taken by both sides in the
test. Such units are removed at the end event of a draw (i.e. if both sides have
In the case of a draw both sides will
of hand-to-hand fighting when break the same number of pins). Take the test
normally consolidate. However, if both
tests are taken. once the combat results have been
sides wish to do so they can fight a follow
worked out.
on combat instead. This doesn’t usually
CONSOLIDATION MOVES happen because in most situations one
After hand-to-hand fighting, each side will wish to consolidate.
surviving unit can make a single
Designer’s note.
consolidation move (M). A consolidation BREAK TESTS Bear in mind a break test is triggered
move is just an ordinary move as if an when a unit is shot at by an enemy
advance order had been given and the A break test is a test made to determine unit and hit as described, or following
unit were moving without shooting; if a unit’s nerve holds under fire or hand-to-hand fighting. A test is not
however, no order is required to make a stress. If the test is failed the unit is required when pins are acquired from
consolidation move. This move is broken. This means its members panic other sources – such as exhaustion
and run away, scatter, hide, freeze, following a sprint or a failed reaction
intended to enable units within 1” of the
surrender, become gibbering wrecks, or test. A test is also not required
enemy to fall back where necessary, and
otherwise cease to participate in the following hand-to-hand fighting just
for units to adopt a more sensible because a unit might have acquired
position and formation following battle in any meaningful way. Units that
are broken are removed in their entirety, one pin per model, or because it has
combat. suffered half casualties in the fight.
in the same way as units that are
If neither unit has been broken or destroyed in combat. We imagine Although such things lie beyond the
destroyed, and the winners do not want individuals may escape and live to fight scope of this rule set, enemy units
to initiate a follow on combat (below) could conceivably include things such
another day – but as far as we are
then both sides must make a as minefields, traps or otherwise
concerned the entire unit has fallen
consolidation move. When this happens impartial but uncompromisingly
casualty and we therefore remove it violent creatures, none of which are
the defeated unit always moves first, and from the game. strictly speaking ‘enemy units’ but
in the case of draws roll off to decide which might be expected to trigger
which unit moves first. BREAK TEST TRIGGERS break tests anyway.
A unit can make a consolidation move A break test is required in the situations
regardless of its order if it has one. If it noted below. Note that it will often
does not have an order, the consolidation happen that a test is triggered twice – TAKING A BREAK TEST
move does not prevent a unit receiving i.e. a unit has one or more pins per
A break test is taken against the unit’s
an order subsequently that turn. model and has suffered half its number
command stat minus 1 for each pin
as casualties. So long as both triggers
Enemy units cannot make a reaction to a marker on the unit, and minus a further
result from the same cause, only one
unit making a consolidation move 1 if the unit has more pins than it has
test is required.
because the move is part of the assault models. For example, if a unit of five
rather than a separate action resulting One or more pins per model. A break troopers has a command stat of 8 and
from an order. This means surviving units test must be taken if a unit is shot at and three pin markers its command value is
get a chance to reposition themselves hit by an enemy unit and has at least 5, if a unit of two troopers has a
without the enemy making a reaction. one pin marker for every model in the command stat of 8 and three pin
unit once casualties are removed and markers its command value is 4: -3 for
Following consolidation, the assault is
pin markers placed. For example, if a the pin markers and –1 extra because it
complete and surviving units are no
unit of 3 men has 2 or more pin markers has more pins than models.
longer engaged in fighting. Note that
already, then it must take a break test if
units making consolidation moves, and Roll a D10. If the dice is equal to or less
it is shot at and hit, acquiring another
which are already within 1” of the enemy than the value you are testing against,
pin marker, regardless of whether it
at the start of their move, must begin by the test is passed and there is no further
takes a casualty or not.
moving beyond 1” of all other units to effect. If the dice score is more than the
comply with the formation rules. Half number casualties. A break test tested value the roll is failed and the unit
Opposing units will always separate once must be taken if a unit is shot at and hit is broken. As with all these types of test
a combat is over. by an enemy unit and suffers half of its a roll of a 10 is always a fail and a roll of
number or greater as casualties. Take the a 1 is always a pass regardless of any
FOLLOW ON COMBAT test after adding a pin marker to take modifiers that apply or stat values.
account of hits taken. For example, if a
If neither unit has been broken or Note that a break test is essentially the
unit of 5 men is shot at and suffers 2
destroyed following a round of hand-to- same as an order test or a recovery test
casualties no break test is required, if the
hand fighting then the winners can and is taken against the same stat.
same unit is shot at and takes 3 casualties
decide to continue the fight. In this case However, there are some special rules
then a break test must be taken.
fight a further round of hand-to-hand associated with heroic leaders and with
combat in the same way. The +1 Strength After hand-to-hand fighting. A break some equipment that gives bonuses, re-
for making the Assault does not apply test must be taken by a unit that is rolls or exemptions specifically to either

28 Beyond the Gates of Antares


order tests or break tests, so we make must take a reaction test when making a declares his target and before
the distinction. reaction. The go down reaction does not measuring range and rolling ‘to hit’. The
require a reaction test, just as a down player whose unit is being shot at
Automatic Breaks order does not need an order test, but declares his unit is going down. The unit
A unit which has at least as many pin units that go down must make a is immediately given a down order. Take
markers as its raw command stat is recovery test to return their down order an order dice from the dice bag and
automatically broken without a test. So a to the dice bag at the end of the turn as place it by the unit with the down side
unit with a command stat of 8 is broken if explained already – see page 14. uppermost to show that it has gone
at any point it acquires 8 or more pins. If down. If the unit already has an ambush
a unit comprises models with different Reaction Tests order, turn the dice to down.
command values use the highest. All reaction tests are made the same No reaction test is required for a unit to
way. Roll a D10 and compare the result to go down, but note that a recovery test is
REACTIONS the unit’s initiative value. The unit’s needed to return the order dice to the
initiative value is its stat with a –1 penalty dice bag at the end of the turn. In other
A reaction describes a situation where
for each pin marker on the unit. For words, it’s dead easy to drop down, but
an enemy unit’s order and subsequent
example, a unit with an Init stat of 7 and it’s much trickier to get up again!
action can potentially trigger a response
three pin markers has an initiative value
from the opposing side. These reactions
interrupt the normal turn sequence.
of 7-3=4. STAND AND SHOOT
Exactly how they work depends upon If the dice score is equal to or less than A unit that has been successfully
the situation. Remember, reactions are the unit’s initiative value, the test is assaulted by an enemy can react by
always made in response to actions passed. If the score is more than the shooting as the enemy approach. Make
resulting from an enemy order: a unit unit’s initiative value, the test is failed. If the test as soon as the enemy has
cannot react to another unit’s reaction. the test is passed it can react as successfully moved into the assault. If
described. successful, this gives the unit a fire order
INTRODUCING REACTIONS and enables it to shoot first with its
If the test is failed, the unit does not point blank shooting. Remember,
The reaction rules introduce a layer of react, and it immediately takes one pin because the unit has a fire order it can
additional complexity offering many marker. use any fire modes normally available
interesting tactical possibilities.
If the unit that has failed its test has an when making a fire order, such as rapid
However, they take some getting used
ambush order, and it is testing to make fire and aimed fire.
to. It is therefore a good idea to
familiarise yourself with the basics of any reaction apart from ambush, then it Place a fire order by the unit or turn its
game play before attempting to use the retains the ambush order. ambush order to fire. Calculate the unit’s
reaction rules. It is suggested that players In both of the cases described above, point blank shooting, removing casualties
fight at least one game without reactions failing a reaction test doesn’t change a from the assaulting unit, adding any
altogether, and then play at least one unit’s order status. If it had no order necessary pin marker and making a break
further game with a limited selection of previously it still doesn’t. If it had an test where necessary. Once this is
reactions to try out the system; the go ambush order it still does. In both cases resolved, the assaulting unit can make its
down, firefight and ambush reactions the unit could potentially make a further own point blank shooting, assuming it
make an ideal introductory selection. reaction if opportunity permitted. has not been broken of course.

REACTIONS Note that regardless of any modifiers ESCAPE!


that apply to the unit’s initiative stat,
Units that do not have an order can when making a reaction test a roll of a A unit that has been assaulted by an
attempt any one of the following roll of 1 will always succeed and a roll of enemy can react by making an
reactions apart from the Ambush 10 will always fail, even where the tester immediate run move to try and place
reaction. Only units with an ambush has a stat of greater than 10. itself out of reach of the assault. This
order can make an ambush reaction. reaction has to be made before the
assaulting unit moves, as soon as the
Units with an ambush order can attempt Units with differing opposing player announces the enemy
any one of the following reactions Initiative stats unit will attempt an assault. If the
including the ambush reaction. When
If a unit comprises models with differing assaulting unit wishes to sprint make
making any reaction apart from
initiative stats, then use the highest the sprint test first - then make the
ambush, the unit loses its ambush
value for reaction tests. For example, in escape test.
status and the dice is turned to indicate
a squad where one model has a value of
the equivalent action, e.g. Run in the If a unit successfully reacts with an
9 and three models have a value of 7,
case of a Run to Cover reaction. escape, it immediately gets a run order,
the squad has a value of 9. and must make a run move (2M) that
A unit that already has any order other
puts as much distance between it and
than ambush cannot attempt a reaction. GO DOWN the assaulting enemy as possible. In
Aside from the go down reaction, a A unit that is targeted by enemy other words it must run away in so far as
reaction always requires a successful shooting can react by going down. This it can. The escaping unit can skirt round
reaction test. Even units on ambush happens when the shooting player any terrain, or obstacles, that would

Core Game Rules 29


potentially slow it down so long as the for another unit to react to a reaction. restriction on what type of weapons can
resulting movement takes it engage in a firefight, overhead weapons
consistently away from the assaulting FIREFIGHT can take part in a firefight if they could
enemy. If the escaping unit can otherwise shoot at the target.
A unit that is shot at by an enemy unit
otherwise make a sprint move (3M) then
using a non-OH weapon with a fire order
the player can choose to sprint to
at ranges up to 20” can react by shooting RUN TO COVER
escape, and must test agility in the usual A unit that has been shot at by an enemy
back. This shooting takes place
way at the end of the move if he does unit with a fire order at ranges greater
simultaneously with enemy fire, so both
so. If a sprint is being made the player than 20” can react by running to cover,
units shoot at full effect before both
must say so before moving his unit: it is either to place itself out of the line of
not permitted to move 2M and then remove casualties and make any
consequent break tests. Remember, sight of the shooters, behind intervening
decide to sprint afterwards. Take a dice
because the unit has a fire order it can terrain or within cover, or at longer range.
from the dice bag and give the unit a run
use any fire modes normally available This reaction has to be made before the
order. If the unit already has an ambush
when making a fire order, such as rapid enemy unit shoots, once the opposing
order turn the dice to show a run order.
fire and aimed fire. player announces the enemy unit will fire
Once the escaping unit has made its at the target and the range measured.
move, the enemy unit must complete its Make the reaction test as soon as the
enemy range is measured and before Note that units can't make a run to cover
assault in so far as it can, as described in
rolling 'to hit'. If a unit successfully reacts, reaction to shots from overhead fire
the Assault rules. If the escaping unit
it immediately gets a fire order. Take a (OH). If shot at by a mix of OH and non-
hasn’t moved far enough to get out of
dice from the dice bag and give the unit a OH fire a run to cover reaction is allowed,
the way of its enemy, then the assault
fire order. If the unit already has an but if the attack is only OH the reaction is
happens anyway. In this case the
ambush order, turn the dice to show a not allowed (a down reaction remains a
escaping unit cannot shoot point blank
fire order. Resolve the fire action good option though).
because it is too busy trying to escape.
simultaneously with the enemy. If a unit successfully reacts, it
Remember, it is not permitted to make a
In the case of weapons that have a immediately gets a run order. Take a dice
reaction against a unit that is making an
from the dice bag and give the unit a run
escape. Reactions can only be made minimum range, including overhead
order. If the unit already has an ambush
where units are issued orders. Think of a weapons, the enemy must be at a range
order, turn the dice to show a run order.
reaction as happening in response to that would normally allow weapons to
something, so there isn’t enough time fire. Note that there is no additional The unit makes an immediate run action

THE MHAGRIS SUBTEX


There are many highly advanced inhabitants little more than a feral antagonism lay in rival claims to important
civilisations throughout Antarean space. population living amongst the ruins of a trade routes between the Concord, Isorian
Some are independent worlds of the once advanced society long since fallen Shard and Algoryn Prosperate, but the two
Determinate, whilst others form part of into decay. The Mhagris themselves speak great households – or vardo as they are
the Concord or Isorian Shard. Other worlds only of a time of legends when their called amongst the Freeborn – were age-
still, and there are great number, are less ancestors descended from the stars and old enemies. The Oszani claimed the
advanced, and some are downright raised the cities whose shattered ruins Ky’am had reneged upon an arranged
impoverished or even primitive. Feral provide shelter for what few inhabitants marriage between the heir of the Ky’amak
savages populate a good portion of the remain. As for the planet itself, it has little Vardan and the Vardeta of the Oszoni
Spill. The inhabitants of these worlds often to offer aside from a largely arid desert Vardo – the eldest son and daughter of
have little concept of the wider universe stretching from pole to pole, and a their respective ruling families. Such
around them. Societies where the brutalised population scratching a living arrangements are indeed common
prevalent technology is so primitive that it from a hostile environment, with a thin, currency amongst Freeborn households,
is impossible for the Concord or Isorian sun scorched atmosphere and meagre and are inevitably accompanied by a hefty
IMTel to interact with them are called the fauna. There are many worlds like Mhagris bride price to seal the bargain. Whether
Subtex by the Nu-Hu elite. The worlds of and undoubtedly many human the Vardeta abandoned her people of her
the Subtex might as well not exist as far as populations doomed to slow extinction, own free will, as the Ky’am claimed, or was
the IMTel dominated societies are abandoned and ignored by the other forcibly abducted, as the Oszoni
concerned. These worlds might as well be denizens of Antarean space. subsequently maintained, is no longer
deserted or alien planets. Because they are It was the good fortune of the Mhagris, possible to say for certain. Incidents of
so primitive, they can’t really be however, that their very isolation should bride stealing or bride raiding are common
considered part of the Determinate either: prove their greatest asset – or at least this enough amongst the ordinary Freeborn,
they are just out of the way islands in the was so as far as the Oszon Mercantile but amongst the ruling family of a great
backwaters of Antarean space, places of League was concerned. and prosperous vardo such a thing is
little consequence or importance. At least deemed the gravest of insults.
The Oszoni had long been engaged in a
– that is – until something changes, and a When an Oszoni fleet encountered a
bitter commercial feud with the Ky’am
world that no one has ever heard of Freetraders. Amongst the Freeborn of heavily laden Ky’am convoy as it emerged
suddenly becomes of strategic significance space these kinds of trade rivalries amount from one of the more remote Prosperate
to great and covetous powers. to bitter wars that can last for generations. gates its commander did the only thing a
The planet Mhagris is one such world – its In this case, the immediate source of self-respecting Freeborn could – he

30 Beyond the Gates of Antares


(2M) before the enemy shoots. This move A unit can make an ambush if an enemy been resolved, the player has the choice
can be in any direction so long as it places unit moves within its field of fire, with of either changing the unit’s order to fire
the unit either into or behind cover, or either a run or advance order, presenting or retaining the ambush order.
behind intervening terrain or obstacle, a clear shot as it does so. A unit cannot
If the ambushing unit fails its reaction
out of sight, or further away from the make an ambush against an enemy that
test, then it still shoots but
enemy unit shooting at it. If the unit can has successfully assaulted it, although automatically changes its order to fire.
normally make a sprint move (3M) then such a unit will get a chance to make a Note that, because the test is failed, a pin
the player can choose to sprint, and must stand and shoot or escape reaction as marker is added before shooting is
test agility in the usual way at the end of described above. A unit can ambush an resolved, and this is why the test must be
the move. A unit making a run to cover enemy unit that is assaulting another taken before ambushers shoot.
cannot make an assault as it does so; unit, in which case the ambush reaction
must be made before any point blank As you will see, ambushing units will
however, the move can potentially bring always shoot whether they pass their
shooting during the assault itself, either
the unit closer to other enemy units. reaction test or not. If they pass their
before or after any reaction from the unit
Remember, it is not permitted to make a being assaulted. test they can retain their ambush order
further reaction against a unit that is and can potentially make a subsequent
The ambushing unit can shoot at any ambush or other reaction in the same
making a run to cover reaction. convenient point during the enemy unit’s
Reactions can only be made where units turn. If ambushers fail their reaction
movement; for example, once it has they shoot less effectively - taking a pin
are issued orders. Think of a reaction as moved from cover, or as it moves into a marker - and lose their ambush status
happening in response to something, so closer range band. Where the ambushed reverting to a fire order.
there isn’t enough time for another unit unit is making an advance, shots from
to react to a reaction. the ambushers are worked out before
shots from the ambushed unit. Designer’s note.
AMBUSH The Ambush order is being used as a
If the ambushing unit successfully reacts,
The ambush reaction is an exception to then work out shooting as if the form of overwatch. Just bear in mind
the general rule for reactions in that ambushers had a fire order. Remember, that the Ambush order doesn’t just
only a unit that has an ambush order set the unit up to make an Ambush –
because the unit has a fire order it can
it also leaves the unit free to make a
can make an ambush reaction. Units use any fire modes normally available reaction that turn – should it get the
cannot attempt an ambush reaction if when making a fire order, such as rapid chance. Ambush = ready and waiting!
they have no order. fire and aimed fire. Once shooting has

attacked! Within the automated defence League. Here was a world that lay close willing retainers of the Oszon Vardo. This
field of Antares such blatant hostility is a upon the edge of the Algoryn Prosperate servitude was itself a distinction within the
risky affair. The feud between the two but hidden away, an unseen and society of the Freeborn, where the
great vardos was a matter of honour that unsuspected salient that would make the patronage of a great household was
brooked no prevarication. Having ideal secret base for Oszoni operations considered no small honour. The Oszoni
launched a dozen drones laden with fusion into the Prosperate. Not only that, but a found the Mhagris useful workmen, strong
bombs towards the lumbering Ky’am small fleet based upon Mhagris would be and hardy human stock– inured to the
vessels, the Oszoni found themselves able to mount a watch upon Ky’am activity scorching deserts and thin atmosphere of
caught by the guardian forces and around the nearby gates. It was too good a their home world. Mhagris warriors made
scattered, but one craft was hurled down chance to pass up on. Over the following good fighters too, and many soon found
into the photosphere of Antares –deep years the Oszoni carefully built up an themselves recruited into the forces of the
below the high strata of gateways. Such a advance supply base on Mhagris and Mercantile League, battling throughout its
manoeuvre spelled almost certain disaster, gradually extended the range and size of wide commercial empire. If trade and
but fortunately for this particular vessel, their commercial fleets. As the Oszoni commerce were the lifeblood of the Vardo
just as its solar shielding began to fail, a grew more powerful the Ky’am were then warfare was one of its major arteries
gateway yawned before it. It was a small forced to abandon many of the coveted – its mercenary armies for hire to the
gateway deep below the regular strata, routes the two houses had fought over for highest bidder. Local wars in the
and so close to the surface of Antares it so long. At last, with the signing of the Determinate filled the Oszoni coffers, with
was almost completely hidden within the Oszon-Algoryn Trade Treaty, the Ky’am the fierce Mhagris soon earning a
churning photosphere. In the fractions of a were finally eliminated from the reputation that brought wealth and
second it took for the ship’s native Prosperate trade routes altogether. honour to the Vardo. With the wars
intelligence to recognise the wormhole its For the Mhagris themselves, the arrival of between the Prosperate and Ghar Empire
systems locked to it, and the gateway the Oszon Mercantile fleets opened up continuing to threaten the Algoryn worlds
plucked the Oszoni craft from destruction. opportunities they could never have – not to mention Oszon commerce – many
To an observer in what remained of the dreamed of. If some of the population Mhagris were hired to the Prosperate to
Ky’am convoy it must have appeared that were hostile at first the Oszoni soon won fight alongside Algoryn troops. All in all
their enemy had fallen into Antares and them over, easily eradicating those few the Oszoni are very happy to extend the
perished. But it was not so. too stubborn to appreciate their good patronage of the Vardo to the people of
The discovery of Mhagris by the battered fortune. And although the native Mhagris Mhagris, whose world is now home to one
Oszoni ship offered an unforeseen could never claim the distinction of being of the most powerful, and most secret,
opportunity to the Oszon Mercantile true Freeborn – nevertheless they become Oszon bases in all the Spill.

Core Game Rules 31


Basic Armoury
This section describes the core called zippers – a reference to the noise allow the compression effect to advance
weaponry, armours and a selection of made by the spikes as they fly past… as the initial pulses crunch the air in
equipment for the basic Antares ruleset. rather too closely. front of the weapon. This permits
further pulses to reach progressively
ANTAREAN WEAPONS Plasma Weapons forward. For this – and safety reasons –
Plasma weapons are the most powerful most compression weapons don’t
The following types of weapons are function at short ranges and have only a
common to many forces throughout hand-held weapons available to the
military of the Concord, the Isorian Shard narrow range of effectiveness.
Antarean space and come in many
shapes, sizes and designs depending and other advanced forces. Plasma Generally speaking, compression
upon where they are manufactured. weapons are most likely to be carried by weapons are carbine-sized weapons that
elite shock troops, mercenary leaders, are heavier and less convenient to carry
and wealthy individuals with access to than a regular mag gun or plasma
Magnetic Weapons advanced weaponry. Because they are carbine. They are commonly called
Magnetic weapons propel a metallic, high-energy weapons, their effectiveness gripplers (General Purpose Light
metal-coated or metal-cored projectile depends on the weapon’s conversion Compressor) or compo guns. There is
by means of a powerful magnetic pulse. rate. This declines with long use, and also a version focussed for short-range
The everyday, effective, practical and more rapidly so without sophisticated effect, a development of a tool used for
adaptable weapon carried by most self- routine maintenance. Plasma weapons asteroid mining: the Mass Compactor or
equipped troops of Antarean space is the project an energy pulse powerful enough Masser. Boromite Work Gangs often
magnetic gun or ‘mag’ gun. Pistol, to cause an ionisation reaction at the carry Massers. Boromites are one of the
standard, repeater, support and heavy surface of the target. few panhuman types strong enough to
versions are all common battlefield carry these weighty machines
weapons. Mag guns are manufactured The standard weapon is the plasma
carbine and a single shot is usually comfortably.
throughout the galaxy to different
designs reflecting local technology levels. referred to as a plasma bolt. This is a
versatile weapon that can shoot a X-Launchers
The projectile itself takes the form of a steady high-energy bolt or a rapid pulse An X-Launcher is a portable magnetic
spike, needle, sliver or plug. It is the last of less powerful bolts, as required. A launcher that hurls explosive missiles,
of these that gives cruder weapons of larger support version provides greater bombs or special munitions packages,
this type the alternative name of plug range and power. Concord and Isorian such as Arc, Blur, Scramble, and Scoot.
guns or pluggers – although other terms strike units often employ autonomous They are bulky weapons, and their
such as spikers, needlers and sluggers weapon drones armed with plasma regular explosive ammunition resists full
abound. The simplest versions are support weaponry. compression due to the charge. They are
unitary designs with shots fed from a of limited value on the battlefield unless
magazine. More sophisticated versions Compression Weapons they can be emplaced or set up in a static
are composite designs that can be position. However, they are excellent for
extended by adding sections together Compression weapons use the same
technology as compression fields and lobbing shots onto fixed targets. The
to create a weapon that is larger and bombs themselves are usually guided
more powerful, or smaller and handier. hyper-compressed materials, in this
case compressing everything within a either by internal sensors or by means of
The best quality mag weapons carry mobile targeting probes. The standard X
their projectiles in a compression field narrow field projected by the weapon.
The pulse rate is reactive to the density ammunition contains high-concussion
that is built into the body of the explosives – the X simply standing for
weapon. A compression field can hold of the atmosphere, and is calibrated to
explosive. The smallest X-Slinger version
thousands of rounds, and weapons so
equipped can synthesise their own
ammunition from an integral HCM
(Hyper Compressed Material) core given HAND WEAPONS
a few hours.
All mag guns shoot a burst of Type of Range Strike Value Special Rules
projectiles. The rate of fire varies, with weapon Effective Long Extreme
Concord and Isorian military
Mag Pistol 10 20 30 1
manufactured weapons being more
versatile, rapid firing and reliable in use. Plasma Pistol 10 20 30 2
Rapid firing repeaters are sometimes X-Slinger 10 20 None 0 Blast D3

32 Beyond the Gates of Antares


shoots a micro-bomb and is often built
into a wrist-mounted unit, or it can be
STANDARD WEAPONS sub-mounted onto another weapon or
device.
Type of Range Strike Value Special Rules
weapon Effective Long Extreme Fractal Weapons
Mag Gun 20 30 60 1 Fractal weapons are large crew served
machines that are primarily designed for
Mag Repeater 20 30 None 0 RF 2 attacking stationary targets. The Fractal
Plasma Carbine bombard, for example, is a substantial
• Single Shot 20 30 50 2 weapon that is most often seen in sieges
• Scatter 20 30 None 1 RF 2 and urban fighting where its ability to
Compression 10-20 30 50 2/1/0 No Cover destroy hard targets from a distance is
Carbine key to establishing control of the fighting
Micro-X 10-20 30 50 0 OH, Blast D4, zone. Fractal weapons utilise molecular
Launcher No Cover resonance to break apart solid material.
Although slow to develop full power,
their ability to break apart buildings and
machines is almost limitless.
A compact version developed for use in
SUPPORT WEAPONS mining and tunnelling is the Frag Borer
Type of Range Strike Value Special Rules carried by Boromite weapons teams.
weapon Effective Long Extreme Fractal weapons are also known as
Disintegrators, Fraggers and – especially
Mag Light the largest versions - Smashers.
Support 30 50 100 2 RF 3
Light Mag WEAPON STATS
Cannon 30 50 100 3 The accompanying tables summarises
Plasma Light the stats for common weapons in the
Support 30 40 80 3 RF 3 game. Further special rules apply to
Plasma Cannon 30 40 80 5 some weapons as noted separately.
Weapons unique to specific forces are
Compression included in the force lists for those
Cannon 10-30 40 80 4/3/2 No Cover armies.
Fractal Cannon 30 40 80 2 (+1 max 5)
X-Launcher 10-30 60 120 1 OH, Blast D5, TYPES OF WEAPONS
No Cover
Different kinds of units carry different
kinds of weapons. Most infantry squads
consist of troops with standard
weapons. Weapons teams are based
HEAVY WEAPONS around a single support or heavy
weapon with crews. Infantry squads,
Type of Range Strike Value Special Rules command squads and weapon team
weapon Effective Long Extreme crewmen sometimes carry hand
weapons in addition to other weapons.
Mag Heavy Special rules apply to support and heavy
Support 30 50 100 3 RF 5 weapons as detailed throughout the
Heavy Mag rules. Additional rules for special types
Cannon 50 100 250 6 of weapon are noted overleaf.
Plasma
Bombard 50 100 200 7
Compression
Bombard 10-50 100 150 9/7/5 No Cover
WEAPON SPECIAL RULES
Fractal Blast Dx: Blast weapon. See page 25.
Bombard 50 100 200 3 (+2 max 10)
RFx: Rapid Fire weapon. See page 20.
X-Howitzer 10-50 100 250 2 OH, Blast
OH: Overhead firing weapon. See
D10, No Cover
page 22.
Mag Mortar 10-30 40 50 3 OH, Blast
D10, No Cover No Cover: No Res modifier for
occupied cover applies.

Basic Armoury 33
compression shell take the protective up to a maximum value of 5 for a Fractal
Anti-Gravity or AG devices are shell down automatically without causing Cannon (support) and 10 for a Fractal
personal suspensor field generators damage (see page 36. Bombard (heavy). So, the first hit upon a
that allow an individual to hover or stationary target from a Fractal Cannon
float through the air, or descend a Compression guns have a minimum
would be with SV 2, the second SV 3, the
sheer drop in safety. AG is another range of 10”. They cannot be used to
forth SV 4 and so on, up to the maximum
benefit of graviton manipulation shoot at targets under this range.
technology – the same advanced value of 5.
Remember, range is always measured
Builder technology that lies at the unit to unit, even if the actual distance
heart of hyper-compression and between a model carrying a compression SPECIAL MUNITIONS
suspensors. gun and its target is greater than 10”, PACKAGES
shooting is not allowed if the opposing
units are at less than 10” range. This Magnetic launchers
TEAM WEAPONS AND CREWS
range restriction is especially significant An X-launcher is a portable magnetic
Weapons teams comprise a weapon during an assault. For this reason troops launcher that hurls explosive missiles,
plus crew. The number of crewmen armed with compression guns often carry bombs or special munitions packages,
needed to operate a weapon at full additional hand weapons as a back up. such as Arc, Blur, Scramble, Scoot and
effectiveness is two for a support Grip. Only Support X-launchers, Heavy X-
weapon and three for a heavy weapon. The strike value (SV) of a compression
Howitzers and Heavy Mag Mortars can
A team can include more crew than are gun varies depending upon the range to
use these Special Munitions packages.
necessary to operate a weapon, in which the target. Remember, as with minimum
Micro X-launchers and X-slingers can only
case any additional crew can fight with range, the distance is always measured
use standard Blast ammo.
whatever weapons they carry. unit to unit and not between individual
models. The SV is shown as
If the number of crew falls below that effective/long/extreme, e.g. 2/1/0 = Shooting Special Munitions
needed to operate a weapon at full effective 2, long 1, extreme 0. Because many special munitions affect
effectiveness then it suffers penalties to an area of ground, rather than an enemy
its Ag tests for crossing terrain, and it Mass Compactors are a type of unit, the target can be any point on the
suffers penalties to its Acc when compression tool used by Boromites as a battlefield. Work out where the shot
shooting. A weapon needs at least one weapon. They are adapted to work at lands using a shot marker rather than the
crewman to operate it, and if all crew short ranges and so don’t have the overhead template. If the munitions
are killed the weapon itself is minimum range of other compression package has a radius of effect, as many
automatically removed as a casualty. weapons; however, their maximum do, this radius is measured from the
range is very limited. See the Boromite centre of the marker.
WEAPON DRONES force list.
Scrambler (kinetic field dispersant).
A support or heavy weapon drone can Fractal Guns Scrambler, or scramble shot, affects
sometimes comprise a single unit on its kinetic field defences such as reflex
own, in which case the drone plus any Fractal Guns are large, mechanically
armour, synker shields and batter drones.
attendant buddy drones forms a unit. complex, crewed support or heavy
If a scramble shot lands within 3” radius
See the rules for Drones on page 37. weapons. They are mostly used in urban
of a batter drone then its shield is
warfare and are primarily designed for
rendered ineffective whilst the scrambler
FURTHER SPECIAL taking out stationary targets such as
works and the batter drone remains
emplacements, buildings, and fixed
WEAPON RULES installations, for example a Transmat
within 3” of it. If a scramble shot lands
within the bounds of a synker shield then
array.
Plasma Carbines the shield is rendered ineffective whilst
Plasma carbines have two shooting Once a Fractal gun hits its target it locks the scrambler works works, i.e. if the
modes: a single focussed shot and on. So long as the Fractal gun receives a centre of the marker lands within the
scatter. The first represents a short burst Fire order each turn, and so long as the bounds of the field. If a scramble shot
and the second a series of rapid bursts. target does not move, the Fractal gun lands within 3” of a unit armoured with
A unit that is given a fire order can use will automatically hit the same target reflex armour, the reflex armour of the
either mode, but all the models in the each time it shoots. If either shooter or entire unit is rendered ineffective whilst
unit armed with plasma carbines must target move, or if the Fractal gun any model in the unit is within 3” radius
use the same mode. A unit given an changes its order to anything other than of the working scrambler. At the end of
advance order can only shoot a single Fire – either voluntarily or otherwise – the turn roll a dice – on a 1-5 the
shot. then it must roll ‘to hit’ its target once scrambler has no further effect – on a 6-
more. 10 it continues to have an effect.
Compression Guns Fractal guns have a strike value (SV) Arc (point defence energy sink). Arc
Compression guns feed off mass and so expressed as a basic value plus a bonus, attracts the fire of weapons drawing a
ignore occupied cover modifiers for Res. e.g. 2+1. The basic value is the value line of sight within 3” radius of it. Any
When calculating damage from generally used. If the fractal gun shot that must draw LOS within 3” of the
compression guns disregard Resist continues to auto-hit the same target as arc to hit its target must roll a D10 – and
modifiers for occupied cover. Also, described above, add the bonus to the SV must score 1-5 to bypass the arc. Any
Compression guns that score a hit on a for each additional time the weapon fires shot rolling 6-10 is diverted and has no

34 Beyond the Gates of Antares


effect. Arc affects all shooting from both shooting onto a homer signal shots strike
sides. Arc does not affect overhead shots exactly the same point on any D10 roll
unless the actual aiming point of the OH other than a 10 (which miss and are
shot is within 3” of the arc, in which case ignored). No other modifiers apply.
it will affect the shot regardless of Transmat nodes are slave transmat
whether the shooter draws LOS through terminals that can be used to move
the Arc area of effect or not. At the end of objects/units to or from a more distant
the turn roll a dice – on a 1-5 the arc has transmat array – don’t worry about these
no further effect – on a 6-10 it continues for now. A homer will continue to work
to have an effect. If a shot has to by-pass for the rest of the game but can be
multiple arcs then roll for each destroyed or deactivated in the same
separately. Hansa Nairoba, way as a targeter probe, see page 39.
Freeborn Mercenary captain
Blur (spacial distort generator). Blur
distorts localised space and makes it all Designers note.
blurry! If a blur shot lands within 3” radius standard overhead blast template to
of any model in a unit, the entire unit represent the net pulse. If a unit is hit by I have included rules for these even
suffers a –D3 Acc penalty each time it net it takes no damage, but rather than though they are essentially notes for
shoots so long as any model in the unit suffering 1 pin from the hit it takes D3+1 work in progress – because they are
remains within 3” of a working blur shot. pins (2-4) from support launchers, and interesting! SM packs involve
Roll the D3 each time the unit shoots and D6+1 pins (2-7) from a heavy launcher interactions with other parts of the
apply the penalty rolled. At the end of (smaller X-launchers cannot shoot net). game system, so they need to be
the turn roll a dice – on a 1-5 the blur has Net doesn’t otherwise have any affect kept fairly open for now. We do keep
no further effect – on a 6-10 it continues upon the target. Targets that are down changing them! They will need
to have an effect. If a unit is affected by get no benefit – they are affected the careful playtesting once the core
several Blurs then roll one penalty dice same as other units. The shell does not rules are properly bedded down. If
for each blur shot and apply the greatest persist from turn to turn, as do many you use these, be prepared to
penalty of those rolled – i.e. don’t add other special munitions; it just dumps address inevitable conflicts within
the penalties together, just use the pins on the target. If a target is hit by a the game system as you go.
highest value. series of net shells it will accumulate pins
from each. If the same net shell should
Scoot (sub-harmonic pulser). Scoot hit two or more units, each suffers pins as
shells emit strong low frequency sound described. ARMOURS
blasts that affect the nervous system of The military forces of Antarean space
living creatures; however the effect is Grip (flux field suspensor). Grip makes
local space dense and sticky so it is hard have to be prepared to face battle in
temporary as the pulses only last so long. many different atmospheres and
At the end of the turn, once dice have to move about – this is called a grip or
flux field, or tangler shot. It is mostly environments. Some are deadly in their
been returned to the dice bag, roll a dice own right. Although not all
– on a 1-5 the scoot has no further effect used to prevent enemy moving over
open ground. A grip field creates a 3” circumstances require troops to wear
– on a 6-10 it continues to have an effect. environmentally sealed armour, such
Any unit with any models within 3” radius radius area of extra hard going ‘terrain’
centred upon the spot where the shell situations are common enough to make
of a scoot shell can only be given a run or the use of sealed enviro-suits standard
down order. No other orders are lands. There is no terrain as such of
course – the field is invisible – but apply practice amongst Concord and Isorian
permitted. Any unit within 3” of a scoot forces. Some armoured suits are
shell can only make a down reaction penalties as if movement were through
extra hard going (-2 Ag). If the radius constructed from hard or semi-rigid
when making a reaction. No other panels, but most actual armours take the
reaction is permitted – not even if the encompasses terrain, then just apply the
penalties for the grip field (i.e. -2 Ag in form of energy or shield defences. These
unit already has an Ambush order. For all energy shields are articulated across
the affected units, return orders to the total), don’t add the penalties together
even if the terrain is already extra hard metallic nodes, panels or similar hard
dice bag before testing for the continuing points on enviro-suits. A personal shield
effect of scoot, including any Ambush going to start with. Similarly, if two or
more grip fields overlap treat them as a defence covers the entire body, providing
orders, and test to return down orders to all-round protection and potential
the dice bag in the usual way. continuous area with the same penalty,
don’t add the penalties together. At the environmental isolation. The most
Scoot does not affect units of drones – it end of the turn roll a dice – on a 1-5 grip effective armours are those
only affects living creatures – being has no further effect – on a 6-10 is incorporating physical as well as energy-
sound based it is also dependent upon continues to have an effect. based seals, as worn by the Concord and
atmospheric density, but we need not Isorian military.
worry about that for now. Homer (nano-beacon). Homer provides a
signal that is strong enough to function Reflex Shield
Net (Suspensor net). Net shells emit a as a temporary transmat node, but it can
suspensor field pulse that resists also be used as a homer beacon for any A reflex shield provides a basic energy-
anything that attempts to move. This has further OH shooting from the same unit, type protective armour that extends
a paralysing effect both physically and or from any OH fire that can patch-site to around the individual wearing it. Reflex
mentally upon units hit by it. Use a the unit that shot the homer. When shields absorb kinetic energy, stopping

Basic Armoury 35
physical objects as well as energy-based been scored and before hits are Compression weapons automatically
weapons. Reflex shields are vulnerable allocated, declaring whether he is bring compression shells down if they hit.
to scrambler (kinetic field dispersant) – boosting to +3 or +4. Note that the shooting unit causes no
see Scrambler. further damage, not even if it includes
If the unit’s armour is boosted to +3 it
shooters armed with other types of
Troops equipped with reflex shields add gains one additional pin marker as a
weapons. As before, if the target is a unit
+1 to their resist (Res) stat. result of being hit (2 in total). If the
the shell is automatically re-established
unit’s armour is boosted to +4 it gains
the next time the unit passes an order
Hyper-light Shield (HL or HLS) +D3 additional pins as a result of being
test and makes an action.
Hyper-light shielding recognises the hit (2-4 in total). Extra pin markers
energy signature of incoming attacks represent the additional time the unit As you will have gathered, it is
and projects a specific, focused counter must spend phased out. impossible to damage a unit protected
against it. The more distant or slower by a compression shell by shooting with
the attack, the more effectively hyper- Compression shell a single unit – regardless of the number
light shielding is able to identify and A compression shell is a kind of of individual weapons fired. A target can
defend against it. Hyper-light shielding suspended hyper-compression field that only be damaged once the compression
is the standard armour worn by Concord is capable of neutralising any kind of shell has been brought down.
military units. attack. However, it can only be used Compression shells around installations,
where the bounded surface is a hard buildings and other features that are not
At ranges of up to 10” a hyper-light
casement, and there is a limit to the units are usually down for good once
shield adds +1 to the target’s Res.
effective size of the protective shell. It is they are taken out. This is the default
Remember, range is measured unit to
commonly used to protect static weapon rule. However, we may wish to allow
unit, and it is this range that counts
drones – but also some kinds of vehicles compression shells to reactivate in some
when calculating these values. This
and small installations. It can be used to scenarios or circumstances – for
includes all point blank firing from
protect men inside hardened casements, example, with a dice roll made at the
assaults and hand-to-hand fighting, and
but the trade off against mobility makes end of the turn. This is something that
any reaction shooting against assaults
it impractical as battle armour. will be covered in individual scenarios.
at up to 10”.
A target protected by a compression
At ranges of greater than 10” a hyper- Synker Shields
shell cannot be damaged unless the
light shield adds +2 to the target’s Res.
protective shell is brought down first. A Synchronised Kinetic Energy Shield –
Against any weapon that has a blast When a unit shoots at a target protected more conveniently known as a synker
effect – regardless of range – hyper-light by a compression shell, or strikes it in shield – is a point defence field,
shielding adds +3 to the target’s Res. HL hand-to-hand fighting, total up the generally used to protect buildings and
shields are very effective against blast number of hits and roll a D10 for every hit similar static positions. Its energy field is
damage. scored. To bring down the compression ‘synchronised’ to the structure it is
shell you must roll at least one ‘1’ – any designed to protect, but the protection
Phase-armour score of 2-10 fails to affect the shell. If the extends to units within or upon the
Phase-armour desynchronises the shell is taken down the attacking unit structure. The synker shield is the same
wearer’s position in real-space isolating inflicts no damage – the shell absorbs all type of kinetic energy defence as a
the target from harm, but must then the damage that would be caused by all batter shield, and it works in a similar
resynchronise for the wearer to interact the attack/s. However, the shell is way in the game (see Batter Drones on
with the environment. In practice, the rendered ineffective from that point on, page 37). The difference is that a batter
phase field is in constant flux, and to be unless the target is a unit, in which case shield is mobile and covers a specific
most effective the wearer must expand the shell is automatically re-established arc, whilst a synker shield is static and
the length of time phased out, reducing the next time the unit passes an order encloses an area.
the overall amount of active time. This test and makes an action.
technology is currently unique to the
Isorians – but captured or traded
armours are highly prized throughout
Antarean space. ARMOURS SUMMARY
Armour Type Modifer
During an assault, phase-armour adds +1
to the target’s Res at all stages, including Reflex Shield +1 Res
any reaction shooting, point-blank Hyper-light
shooting and hand-to-hand fighting that Shield +1 Res up to 10”, otherwise +2, +3 against blast hits
takes place as part of an assault. Phase
In other situations phase-armour adds Armour +1 Res in Assaults otherwise +2 OR +3/+4 and +1/D3 pins
+2 to the target’s Res. However, the Compression
player can choose to increase this to +3 shell Nullifies all damage. Taken out on a 1 or by compo weapons
or +4 for the whole unit if it is shot at Synker field -2 Acc against individuals within field boundary
and any hits are scored. The player must
declare he is doing this once hits have

36 Beyond the Gates of Antares


The synker shield presents no placing blast markers, and don’t measure through one of each – i.e. through two
impediment to sight or movement – so from them when working out proximity. items of terrain instead of the usual one.
enemy can take a clear shot through it In other words just ignore them! To do so it must make a successful test
as if it were not there. However, it against a value of 5 – so, roll 5 or less on a
Buddy drones don’t have stats as such.
counts the same way as intervening D10 to succeed. If this test is failed there
They always move along with the unit
cover for purposes of modifying an is no penalty, but the drone fails to spot
they are with. Their movement distance
enemy’s Acc roll to hit – with a –2 to hit the target. If the drone spots the target
is only constrained by the unit’s
modifier. This is in addition to any actual then the unit has a clear shot to the
formation; otherwise, they can move
intervening cover modifiers that might target, although it will have to take
any distance when the unit makes a
apply. An enemy might conceivaby account of modifiers to Acc for shooting
move. An enemy cannot deliberately
shoot through two or more synker through two lots of intervening terrain.
target a unit’s buddy drones, and hits
shields, and batter and synker shields
are never allocated against them. If an A spotter drone can also potentially see
can potentially overlap, but in all cases
enemy can see a buddy drone but through one intervening area of light
the shield modifier is always –2 in total;
cannot see any members of its unit, terrain or low obstacle, to or from a
combined kinetic shields do not give a
then the enemy cannot see the unit and target in occupied dense terrain. Make a
cumulative modifier.
does not have a clear shot. However, test as described above. If successful,
The maximum size of a synker shield when shooting against a unit that has the shooters can draw LOS over one
can be extended to protect a fair-sized one or more buddy drones, if you roll a intervening light terrain/area or obstacle
building, but we shall set a nominal bull’s eye you can choose to hit a drone to the target, even though the shooters
maximum size of 10” across. Structures rather than a member of the unit. If you and/or target are occupying dense
larger than this require multiple fields. hit a buddy drone it is automatically terrain. See Shooting page 17.
removed once all the shooting unit’s fire
DRONES has been resolved. In reality, the drone Patch Sighting
is probably not seriously hurt, but the If a unit is firing overhead and is
‘Drone’ is a cover-all term for self-aware drone’s sense of self-preservation
machines that are capable of thought employing speculative fire the unit’s
causes it to shoot off skyward to avoid spotter drone can patch sight to any
and decision-making. Drones are fully danger, so we just remove it for
sentient and have a sense of identity other friendly spotter drone within 20”
convenience. If the entire unit is range. It does not matter whether the
and personality, although some have destroyed any remaining buddy drones
only rudimentary or narrowly focussed unit’s own drone can ‘see’ the drone it is
are also removed at the same time. patching to, because the two connect via
characters. A weapon system can be a
drone – operating without any kind of Although buddy drones cannot be the nanosphere between them. If a
crew – as can a vehicle or even a deliberately attacked by shooting or spotter drone can patch sight to a drone
building. Spacecraft and other more hand-to-hand fighting, they can be that can draw a clear shot to the target,
complex constructs are likely to consist affected by some weapons and then instead of rolling to go off target by
of multiple drones that operate situations. These are special cases and a basic D10”, roll D5” as if the firer had a
together as a coherent shard. Drones need not concern us for the moment. clear shot to the target. Note that a 1 is
can be androids or task oriented robots still required to score a direct hit when
of practically any appearance. We are SPOTTER DRONES patch sighting, but the off target roll is
not immediately interested in all kinds treated as if the firer had a clear shot to
Spotter drones are the most common
of drones, but only in those that have a the target.
type of buddy drone. They are present in
direct role to play in our game. many units of troops. Spotter drones Note that spotter drones can see what
interact directly with the nanosphere other spotter drones within 20” of them
BUDDY DRONES and can relay information from their can see. This doesn’t mean a chain of
Buddy drones are small hovering sensors directly into helmet sensors, spotter drones can see over more than
unarmed drones that typically implants or other devices or drones. 20”! It’s just ‘what other spotter drones
accompany units of troops or support They can also relay information to other within 20” can see’.
weapons. There are many different kinds spotter drones that are part of the force.
of buddy drones, for example spotter This enables units that have spotter BATTER DRONES
drones and batter drones. They form part drones to identify targets more easily in The batter drone is a defensive buddy
of a unit’s equipment, but are not many cases. drone that projects a Kinetic Energy
members of the unit as such. However, Shield (KES) or batter shield that can
Buddy drones must remain in formation Spotting Through Terrain deflect or absorb incoming attacks. This
with their unit as if they were members If a unit has one or more spotter drones shield takes the shape of a curve and is
of it, and other models in the unit treat it can potentially take a clear shot at represented by a card or plastic template
them as members of the unit for targets that are otherwise impossible to 6 inches end to end.
purposes of keeping formation. see, as follows.
Otherwise they are ignored: they do not The batter drone projects this shield
block the line of fire of other models, A unit with a spotter drone can automatically; whenever the drone
don’t measure to or from them when potentially draw a line of sight to a target moves the shield is repositioned with it.
calculating ranges for shooting, don’t through up to two intervening low The shield is placed with the outer
count them as part of the unit when obstacles or light terrain features – or convex side pointing away from the

Basic Armoury 37
For a downloadable version of this Batter Drone template visit:
www.gatesofantares.com

drone, with no part of the shield more Note that if a medi-drone is hit with a over the ground. Rules for weapon
than 5” from the drone model. The shield bull’s eye then it is removed once all fire drones are given below.
is repositioned whenever the drone has been resolved, as is the standard rule
Tractor drones are industrial drones
moves, and the shield can also be for buddy drones. This means it can
equipped with powerful suspensors that
repositioned whenever the unit is given function as normal during that round of
can be used to manipulate heavy
an order, regardless of whether the order shooting, but is removed once shooting
cargoes or construction materials or
is successful or whether the order results has been resolved.
grab, pull and smash apart buildings or
in movement – e.g. if it makes a fire or
When it comes to re-rolls of Res results, terrain.
rally action.
we will make a general rule as follows:
Transporter drones are the equivalents of
The batter shield presents no you can never re-roll a result that has
carriers, cars and buses and fulfil the
impediment to sight or movement, so already been re-rolled. In other words,
same functions as conventional
troops can take a clear shot through it regardless of the number of re-rolls you
transports. Although these have a role to
as if it were not there. However, it might be allowed from different sources,
play in our games we’ll come back to
counts the same way as intervening you can only re-roll a single failed Res roll
transporters when we develop the full
terrain for purposes of modifying an once. This is important because leader
rules for vehicles.
enemy’s Acc roll to hit – with a –2 to hit models are also allowed re-rolls in some
modifier. This is in addition to any actual cases (see Sample Armies page 40). Autonomous drones have stats the same
intervening terrain modifiers that might way as living troops.
apply. Two or more batter shields can AUTONOMOUS DRONES
potentially overlap, but the Acc modifier There are many kinds of autonomous DRONE MOVEMENT
is always –2. Batter shields and drones in the Antarean universe and they For purposes of this basic version of the
stationary synker fields may also are a common feature of everyday life on Beyond the Gates of Antares game,
overlap, but once again the modifier is most worlds. Drones are individual autonomous drones are either treated
always –2. Combined kinetic shields do sentient machines with distinct exactly like other humanoids for
not give a cumulative modifier. personalities, but their characters are movement if they are humanoid
Although models can theoretically be predisposed to develop within broad androids, or are assumed to be
positioned within the template area of parameters set at the time of their propelled by suspensors: effectively
the batter shield, such models are not manufacture. For example, fighting allowing them to float and hover
protected by it – in this case the shield is drones will be naturally bellicose and through the air. The following rules
no longer ‘intervening’ terrain. lacking in imagination compared to an apply to the hovering kind of weapon
architectural drone or a drone built to drone.
Note that this Acc modifier does not play music or perform dance. All drones
affect shots made from behind the inner Weapon drones move at the same rate
have a sense of self-preservation and are
concave side of the batter shield. The as ordinary troops (5” for an advance
capable of feeling fear, elation and
protected unit, and units behind it, can and 10” for a run – they cannot sprint).
excitement. However, in drones built for
shoot through the shield without penalty. Because they float above obstacles and
combat these tendencies are secondary
other terrain, they can move over low
compared to a sense of duty and martial
MEDI-DRONES obstacles and hard going terrain
honour. Despite this, experience affects
features up to 2” in height without
A medi-drone is a mobile medical unit drones just as much as people, and
making an Ag test and without penalty
that is able to administer immediate care individual drones can be brave or
to their move distance. Taller terrain
to the wounded. aggressive, or timid and fearful,
features, including building walls, can be
sometimes to the extent that they have
If a unit has a medi-drone then it can re- crossed by drones as if they were
to be reassigned to different roles.
roll one failed Res test each time it is shot infantry crossing hard going terrain with
at, fights hand-to-hand, or otherwise Weapon drones designed to carry one or no Ag modifier, regardless of what the
suffers damage. This re-roll can be used more weapons – usually a support or terrain’s usual Ag modifier might be.
by any member of the unit. Just take the heavy weapon. Weapon drones do not
Unless they have gone down, drones
test again. If the test is passed the medi- require a crew to operate them. They are
cannot claim modifiers to Acc from
drone has done its job and the individual completely autonomous sentient drones.
intervening terrain because they float
is saved to fight on. If the test is failed the Most weapon drones are mounted onto a
above it, or from cover they are
individual is past help. suspensor bed that allows them to float
within/behind for Res for the same

38 Beyond the Gates of Antares


reason. However, if they go down they 1 Add +1 additional pin marker can move through or over terrain of any
can claim these modifiers in the same 2-4 Add +D3 additional pin markers kind without penalty. Note that although
way as infantry – indicating that they and go down a Run order is given, this is just a
have scurried into cover or behind terrain. convenience to facilitate moving the
5-7 Add+D5 additional pin markers probes, their move is not strictly
DRONES AND BREAK TESTS and take an immediate break test, speaking a 2M run move and it is not
go down if this is passed constrained by any of the rules that
Drone units never take break tests in the
8-10 Destroyed affect run moves. They cannot increase
usual way, but may have to take a break
their move by making a ‘sprint’.
test if they fail a Res roll as described In the case of blast weapons where a hit
below. They are automatically broken if results in multiple hits and resist tests, Targeter probes can be shot at but
they accumulate pins at least equal to make only one resist roll – i.e. the cannot be assaulted (they would just
their command value, in the same way number of hits scored is always one for move out of the way!). Targeter probes
as other units. At this point the drone’s purposes of working out shots against do not suffer pins. If a target is marked by
sense of self-preservation takes over weapon drones. Drones are encased in more than one targeter probe, then treat
and it either shoots skyward into the armoured shells that are resistant to all the marking probes as a single unit
atmosphere or hurries rapidly from the blast damage. when shooting at them– this means hits
battlefield. In either case the model is are allocated amongst all the probes
removed as a casualty. evenly, even though they are otherwise
Designers note treated as separate units. If a targeter
WEAPON DRONES The rules for autonomous drones are probe is shot at and hit, roll against its
not finalised – several version have Res to destroy it. Targeter probes do not
A weapon drone is a drone that carries been tried – these are a fairly ‘safe’ benefit from intervening terrain
one or more support or heavy weapons version included here as a modifiers to Acc or cover modifiers to Res
as an integral feature. They usually take placeholder. – they hover above cover and they lack
the form of a suspensor body and any instinct to take cover.
turreted weapon, but can be humanoid Full development of the rules for
or propelled in some other fashion. A vehicles is yet to be done, at which A targeter probe can move to within 1”
point the rules for autonomous drones of an enemy unit, and that unit is then
weapon drone is effectively a small
will fall into line. ‘marked’ as a target. A targeter probe
vehicle, but for now we count them as a
weapons team for rules purposes, can only mark one target at a time, but
receipt of orders, and so on. up to three probes can mark the same
TARGETER PROBES target. The target remains marked
Many weapon drones carry a support or whilst the targeter probe is within 1” of
heavy weapon. The drone needs no Probes are small hovering unarmed at least one member of the unit. If a
crew to operate its weapon and always drones surrounded by a cloud of sharded probe or unit moves, or if a model from
shoots as if a full crew were present. nanobots. They are simple machines with the marked unit is removed as casualty,
limited and specific intelligence. Targeter such that a probe is more than 1” away,
Some weapon drones carry two or more probes exude nanobots that feed then the unit ceases to be marked.
weapons systems. In this case the drone information back to the parent probe,
can fire each of its weapon systems, and which in turn sends its nanobots to When shooting at an enemy unit that is
it can select a separate target for each nearby friendly units, where they feed marked by your targeter probe, add +1
system if the player wishes. information into the unit’s combat shard. to the unit’s Acc for each probe marking
As spies in the sky, targeter probes guide the unit. I.e, one probe +1, two probes
Weapon drones have regular stats just +2 and three or more probes +3. This
fire onto enemy positions.
like other troops. They can use their bonus applies to all weapons apart from
suspensors to ward off attacks in close Each targeter probe is treated as a unit in overhead (OH) weapons. In the case of
combat or to strike at enemies close by. its own right. However, regardless of how OH weapons, if the shot misses, the
Their Resist value is always relatively many targeter probes your force has, distance the shot goes off target is
high, and often greater than 10. only one order dice is included. All your reduced by –1” for each targeter probe
However, note that any Res roll of a 10 targeter probes are activated with a marking the target.
will always fail regardless. single order as if they were one unit (i.e.
when you move your targeter probes you Targetter probes are ignored when it
If a weapon drone fails its resist roll then move them all at once). As targeters are comes to working out whether a unit
make a further D10 dice test to quite specialised the only thing they can has a clear shot – just treat them as if
determine the extent of damage do when given an order is to move. The they were not there. This is because
suffered. If an enemy unit’s attacks order dice is placed next to one of the they are small aerial probes that are
causes multiple resist fails, then roll for probes to show that they have all done constantly darting about and are far too
each and apply the highest score only, so. It is convenient to place a Run order small to get in the way of a clear shot.
e.g. with 4 resist fails and rolls of 2, 4, 6 simply to show the probes have moved. As you can see targeter drones are
and 9 apply the 9 = destroyed. Probes cannot make reactions at all. unwelcome guests, like hovering vultures
If the shooters SV is greater than 3 add Targeter probes move up to 10” and their attracting enemy fire and forcing you to
+1 to the dice roll, if greater than 6 add movement is unaffected by terrain: they move on or die. Fortunately they are not
+2, if greater than 9 add +3. too difficult to destroy.

Basic Armoury 39
Sample Armies
These sample armies are included to two standard infantry squads and a INFANTRY UNIT LEADERS
give some idea of what a typical force support team. If you want to field bigger All of the infantry units in these sample
might look like as well as for purposes of forces simply add more units in the armies include a specific leader model. In
establishing basic forces for play testing same way. some cases the leader model has the
purposes. These sample armies will be same stats as the rest of his unit, and in
superseded by more complete lists in STATS other cases he has a command and/or
due time; these will allow for more unit The stats as given do not include any Initiative stat that is +1 higher. This
choice, varying sizes of units, and points bonuses from armour or equipment – reflects the difference between very
values – as one might expect. The which will often vary according to highly trained or experienced units,
armies are based upon the models so far circumstance. So, a Concord Strike which have a higher value throughout,
completed in the case of Boromites and trooper with a Res 5 and HL armour will and other units, where the leader has a
Algoryn, and projected outline design enjoy a Res value of 7 in most situations higher value than his troops. Because the
plans for the remaining ranges. (Res +2) before other modifiers are higher value is always used when making
Inevitably these will change as we taken into account. unit tests, units where the leader has a
develop the game, and we will be higher value will become less effective if
adding further unique and more unusual Note that Targeter Probes have been
the leader is killed. In the case of units
units to every force over time. With that given a command value of 10. Although
that have a higher value throughout, the
in mind, players are encouraged to they don’t suffer pins, and therefore
loss of the leader won’t affect the unit’s
adjust, embellish and combine the don’t normally need to test command,
stats; any trooper can step into the
sample armies to gain a better idea of there are some situations that call for it.
leadership role, albeit without the special
the relative strengths and qualities of For example, in some scenarios a
leader rule given below.
different forces. command test is required when
entering the table. Unit leaders don’t get to be in charge
The number of models in each force without knowing a thing or two, and to
should not prove too daunting a
proposition to anyone contemplating CHARACTER RULES reflect their greater experience,
motivation and effectiveness we have a
building an army or using ‘proxies’ from In order to present playable armies we
special leader rule. Where this applies it
an existing collection. If you want to have to jump ahead of ourselves a little
is indicated on the model’s stat line. If a
start with smaller forces simply drop out with special rules for unit leaders and
leader model fails a Res test, instead of
an equal number of units of comparable individual models, as these are not
becoming a casualty re-roll the test, and
types from each force: for example drop otherwise included in the Antares basic
the model is only a casualty if this
ruleset. These are summarised below.

Algoryn armoured infantry advance through dense terrain

40 Beyond the Gates of Antares


second test is failed. A leader can only
re-roll one dice at a time, so if a leader
has suffered two hits and re-rolls the
THE BUILDERS
first, he cannot re-roll the second. You A cycle of stories dating way back to the Xon times (Fourth Age) tells of how
can take this re-roll each time the unit is when the race of Builders undertook the Last Journey some chose to remain
attacked and the leader is hit. This behind, making their abode in the heart of the star Antares. They called
makes the leader more likely to survive themselves the Watchers, and from their fiery home they travelled
a hit and militates against unlucky Res throughout Antarean space by means of its countless spaceways, observing
rolls to some extent. the rise of planets and the brief lives of new sentient species. According to
Note – that there are some other the longest and most complete of these stories, the Hu Qong’a – or Tale of
circumstances and/or equipments that Qong – its eponymous hero came into the human universe, where he guided
allow models to re-roll a failed Res test – explorers to many secrets and wonders, yet all the time cunningly led these
notably a Medi-drone. When it comes to same explorers away from the greatest and most potent wonder of all –
re-rolls of Res results, we will make a which the story names the Heart of Eternity. Some have speculated that
general rule as follows: you can never these fanciful stories bear some germ of truth, and the remnants of the
re-roll a result that has already been re- Builders do indeed live on, watching and observing and perhaps even living
rolled. In other words, regardless of the covertly amongst the peoples of Antarean space. Others dismiss such simple-
number of re-rolls you might be allowed minded notions and point instead to the long tradition of imaginative and
from different sources, you can only re- allegorical literature in the Court of the Xon Emperors for an explanation.
roll a single failed Res roll once.

COMMAND the regular manner. Bear in mind, a unit individual NuHu. It exudes a cloud of
A command unit is led by a commander that has pins can’t be given an order in nanites that act as a permeable
model. Commanders always have one or this way, and a unit that already has an forcefield, armour, and potentially as a
both of the command and/or hero order can’t be given an order in this way weapon. A NuHu protected by a
special rules, as indicated on their stat either. It doesn’t matter whether the nanodrone has the bonuses indicated
line. Some commanders also have the command unit itself has pins or not, as below.
action special rule, which enables them these will affect its ability to make a
to motivate other units nearly. In The following bonuses apply to the
successful order test in the first place.
addition, all commanders have a version NuHu so long as the nanodrone remains
The advantage is that units act when you
of the leader rule that enables them to part of the command unit. If the
want them to, all at once, in a
re-roll failed Res tests. nanodrone is destroyed these bonuses
coordinated way. Note that a unit acting
no longer apply.
Command. If the commander model is in this way has to be given the same
within 5” of another friendly unit, that order as the command unit, so it makes Attack (shoot). The nanites generate a
unit can use his command stat rather the same action – i.e. run, fire, advance, condensed energy bolt – treated as a
than its own. Where two or more and so on. Otherwise, it is free to act as it single shot with strike value of 3 and
commanders can potentially do this, use otherwise would if given the same order range of 10”. Optionally – strike value 6
the highest value. independently. Similarly, each unit is and range can be boosted to 20” but the
making a separate action; so enemy units nanodrone is then temporarily
Hero. If the commander model is within can potentially react to each unit in turn. exhausted and bonuses cease to apply
5” of another friendly unit, that unit can In all respects, this is exactly as if the until the unit is given its next order.
use his initiative stat rather than its own. order dice had been drawn from the dice
Where two or more commanders can Deflect. The nanites generate a
bag and units activated one after the
potentially do this, use the highest value. defensive shell around the NuHu,
other in the regular way.
increasing the individual’s Res value by
Action. If the commander model makes Leader. All commanders have the leader +3. Optionally – the Res value can be
any action then, in addition to his own rule as already explained for unit leaders. boosted to +6 for the remainder of the
unit making the appropriate action, any However, instead of only being allowed turn, but the nanodrone is then
friendly unit/s within 5” of the to re-roll one hit at once, a commander temporarily exhausted and bonuses
commander, and which does not already can re-roll either 2 or 3 hits at a time. cease to apply until the unit is given its
have an order, and which has no pins, can Note that this is 2 or 3 separate hits – not next order.
make the same action assuming it is able the same hit 2 or 3 times! So, if a
to do so. Take an order dice out of the Grapple (hand-to-hand). The nanites
commander with 3 re-rolls takes 3 hits
dice bag for each unit making an action energise around the NuHu forming a
from enemy shooting, each Res test can
and place them aside to begin with. The deadly sheath of power. This increases
be re-rolled once, but if the commander
command unit must make its action first, the NuHu’s Str and/or Ag by +3.
only suffers 1 hit he can only make 1 re-
so take one order dice, activate the Optionally – Str and/or Ag can be
roll. This value is included on the stat line
command unit and work out its action in boosted to +6 for the remainder of the
as leader 2 or leader 3.
full. Other units follow one after the turn, but the nanodrone is then
other, one at a time, in whatever temporarily exhausted and bonuses
NANODRONES cease to apply until the unit is given its
sequence the player wishes. Each unit
goes one at a time, just as if you had A nanodrone is a special kind of buddy next order.
drawn the order dice from the dice bag in drone keyed to the brain patterns of an

Sample Armies 41
ALGORYN ARMOURED INFANTRY COMPANY
The Algoryn have been engaged in almost constant warfare against the Ghar for hundreds of years and their military forces are
amongst the most battle-hardened troops in all Antarean space. Algoryn are amongst the toughest and most hardy of all
humans and the Armoured Infantry (AI) are the elite of their forces.

1 x ALGORYN AI COMMAND TEAM


AI Command Team Ag Acc Str Res Init Co Special
1 x AI Commander: plasma carbine, 5 5 5 6 7 9 Command,
X-sling and reflex armour Action, Leader 2
2 x AI Trooper: plasma carbine and reflex armour 5 5 5 6 7 841 -
1 x Spotter Drone - - - - - - -

3 x ALGORYN AI SQUADS

AI Squad Ag Acc Str Res Init Co Special


1 x AI Leader: mag pistol, X-sling and reflex armour 5 5 5 6 7 8 Leader
2 x AI Trooper: mag gun and reflex armour 5 5 5 6 7 8 -
1 x AI Trooper: mag repeater and reflex armour 5 5 5 6 7 8 -
1 x AI Trooper: micro-X launcher and reflex armour 5 5 5 6 7 8 -

1 x ALGORYN AI INFILTRATION SQUADS


AI Infiltration Squad Ag Acc Str Res Init Co Special
1 x AI Leader: mag pistol, X-sling and reflex armour 5 5 5 6 7 8 Leader
4 x AI Trooper: mag repeater and reflex armour 5 5 5 6 7 8 -
2 x Spotter Drone - - - - - - -

2 x ALGORYN AI TEAM WITH MAG LIGHT SUPPORT


AI Mag LS Team Ag Acc Str Res Init Co Special
2 x AI Trooper Crew: mag pistol and reflex armour 5 5 5 6 7 8 -
1 x Spotter Drone - - - - - - -

1 x ALGORYN AI TEAM WITH X-LAUNCHER


AI X-Launcher Team Ag Acc Str Res Init Co Special
2 x AI Trooper Crew: mag pistol and reflex armour 5 5 5 6 7 8 -
1 x Spotter Drone - - - - - - -

42 Beyond the Gates of Antares


1 x ALGORYN AI TEAM WITH PLASMA CANNON
AI Plasma Cannon Team Ag Acc Str Res Init Co Special
2 x AI Trooper Crew: mag pistol and reflex armour 5 5 5 6 7 8 -
1 x Spotter Drone - - - - - - -

2 x TARGETER PROBES
Targeter Probe Ag Acc Str Res Init Co Special
1 x Targeter Probe - - - 5 - 10 -

THE MHAGRIS – FIGHTERS OF THE FREEBORN ARMIES OF THE


OSZON MERCANTILE LEAGUE
The Mhagris fighters retain the amongst the younger warriors brought worlds throughout the Spill. The
trappings of their primitive warrior up entirely under the rule of the weaponry illustrated here is perhaps
society, together with the essential Oszoni, such inconvenient gestures of not standard Concord design, but has
technology that equips them to fight in native pride are becoming increasingly the common bipartite construction of a
the Oszoni forces. These examples of rare. Many of the upcoming generation plasma carbine, which would be a very
Mhagris demonstrate the continuing have abandoned the ways of their prestigious weapon indeed amongst
use of low-level native technologies in ancestors altogether, to merge Freeborn forces. The prosthetic shown
addition to the basic equipment imperceptibly into the lower orders of here is visibly primitive, and such
provided by the Oszoni and what other the Freeborn. tokens of barbarism are perhaps not
gear they can scavenge from the now as commonly seen as once they
These drawings show something of the
battlefield. Many Mhagris wear the were, but do serve to give an idea of
appearance of the Mhagris – and are
mark of their feral culture with pride, the more outlandish appearance of
maybe typical of the kind of Freeborn
and fiercely maintain a distinct and these troopers.
mercenary troops recruited from feral
peculiar religion, the details of which
they refuse to share with non-Mhagris.
The Oszoni care little what their client-
peoples choose to wear, knowing that
the barbaric appearance of peoples
such as the Mhagris is often enough to
see off feint-hearted enemies without
a fight! Tales of headhunting, torture
and cannibalism may have little basis
in reality, but only serve to enhance the
Mhagris’ fighting reputation and are
not discouraged.
As primitive humans the Mhagris have
little to fear from contact with Isorian
or Concord technology. Some of the
more farsighted have turned their
backs upon the olds ways, even going
so far as to suffer the surgical
implantation of tech interfaces, but
most regard such things with
superstitious fear. Indeed, it is not
uncommon for Mhagris to endure
physical wounds that could easily be
regenerated at a modest cost,
preferring to bear their scars and
mutilations as a sign of their devotion
to battle. Relatively primitive
mechanical prosthetics are one of the
marks of Mhagris culture, although

Sample Armies 43
BOROMITE LABOUR GUILD
The Boromites can be found throughout
Antarean space. They form a specialised
work force adapted to hard and dangerous BOROMITE WEAPONS
tasks in hostile environments. Itinerant and
naturally insular, they have no organised Type of Range Strike Value Special Rules
armies, but Boromite Guilds will take up weapon Effective Long Extreme
arms to defend their own, and sometimes
to take what they believe belongs to them. • HAND WEAPONS
The Boromites make use of weapons Lectro Lash Hand-to-hand only 1 3 attacks
adapted from their work tools. Most
Tractor Maul Hand-to-hand only 2 2 attacks
notably the Mass Compactor – a short
ranged compression weapon (minimum Lavamite Spit Point blank shooting only 2
10” range does not apply to this weapon),
the Frag Borer – an especially powerful but • STANDARD WEAPONS
short ranged version of the Fractal Cannon, Mass 10 20 30 3/2/1 Compression
the Tractor Maul, a development of a Compactor weapon, No cover
sampler tool that is extremely effective in
hand-to-hand fighting, and the Lectro-
• SUPPORT WEAPONS
Lash primarily used for disciplining the
savage Lavamite ‘Rock Dog’ creatures that Frag Borer 20 30 60 3 (+1 max 10) Fractal weapon
Boromites use to search out ores.
• HEAVY WEAPON
Lavamites. Lavamites are living creatures
but they are fitted with implants that allow Heavy Frag
the Boromites to direct them in a drone- Borer 20 30 60 6 (+1 max 10) Fractal weapon
like manner – they are used in mining
operations to explore for minerals. Their
natural ability to tunnel through solid rock
in search of the ores upon which they feed makes them useful to the Boromites. By using Lavamites instead of more sophisticated
drones the Boromites can also keep many of their less savoury operations secret from the IMTel of others.

Lavamites are members of their unit and have their own stats. Their chief
value is as assault units – because Lavamites are ferocious and extremely
dangerous – at least they are when goaded by Boromite implants! If their
handler is killed they can still function as a unit – but their low command
stat will tend to tell against them. Lavamites have an accuracy value –
this is used to spit molten lava – which they can point blank fire during an
assault. They cannot otherwise shoot. Lava spits have +2 strike value – as
per Lavamite hand-to-hand attacks. Note that spits don't get the +1 Acc
bonus for hand-weapons at short range - we treat spits as a standard
weapon in this respect.

1 x BOROMITE OVERSEER TEAM


Overseer Team Ag Acc Str Res Init Co Special
1 x Overseer: plasma carbine, tractor maul 4 5 6 6 6 10 Command, Action,
and reflex armour Leader 2
2 x Gangers: plasma carbine and reflex armour 4 5 6 6 6 9
1 x Spotter Drone: - - - - - -

44 Beyond the Gates of Antares


1 x BOROMITE LAVAMITES
Lavamites Ag Acc Str Res Init Co Special
1 x Boromite Handler: lectro-lash,
plasma pistol and reflex armour 4 5 6 6 6 9 Leader
3 x Lavamite savage beasties! 4 7 7 8 6 5 3 h2h attacks, +2 SV

2 x BOROMITE GANG FIGHTERS

Gang Fighters Ag Acc Str Res Init Co Special


1 x Gang Leader: mag pistol, lectro-lash and reflex armour 4 5 6 6 6 9 Leader
4 x Ganger: mag gun and reflex armour 4 5 6 6 6 9

2 x BOROMITE WORK GANGS


Work Gang Ag Acc Str Res Init Co Special
1 x Gang Leader: mag pistol and mass compactor 4 5 6 6 6 9 Leader
4 x Ganger: mass compactor 4 5 6 6 6 9

1 x BOROMITE TEAM WITH MAG LIGHT SUPPORT


Mag LS Team Ag Acc Str Res Init Co Special
2 x Ganger Crew: mag pistols 4 5 6 6 6 9

1 x BOROMITE TEAM WITH X-LAUNCHER


X-Launcher Team Ag Acc Str Res Init Co Special
2 x Ganger Crew: mag pistols 4 5 6 6 6 9
1 x Spotter Drone - - - - - -

1 x BOROMITE TEAM WITH HEAVY FRAG BORER


Heavy Frag Borer Team Ag Acc Str Res Init Co Special
1 x Team Leader: mag pistol 4 5 6 6 6 9 Leader
2 x Ganger Crew 4 5 6 6 6 9
1 x Spotter Drone - - - - - -

Sample Armies 45
CONCORD STRIKE FORCE
A concord strike force is made up of C3 Strike Troopers – the best armed, equipped and trained solders in the entire Concord.
They are ably supported by buddy drones and drone mounted heavy weaponry.
Note that the Concord and Isorian strike forces are effectively mirrors of each other – and this is entirely deliberate: both are
similarly organised and equipped, and the two are intended to form a close match.

1 x C3 STRIKE COMMAND TEAM


C3 Strike Command Team Ag Acc Str Res Init Co Special
1 x Strike Commander: plasma carbine, Command, Action,
X-sling and HL armour 5 6 5 5 7 9 Leader 2
2 x Strike Trooper: plasma carbine and HL Armour 5 6 5 5 7 8 -
1 x Spotter Drone - - - - - - -

4 x C3 STRIKE SQUADS
C3 Strike Squad Ag Acc Str Res Init Co Special
1 x Strike Leader: plasma carbine, X-sling and HL armour. 5 5 5 5 7 8 Leader
4 x Strike Trooper: plasma carbine and HL Armour 5 5 5 5 7 8 -
1 x Spotter Drone - - - - - - -

1 x C3 SUPPORT DRONE WITH PLASMA LIGHT SUPPORT


C3 Plasma Light Support Drone Ag Acc Str Res Init Co Special
1 x Weapon Drone: plasma light support gun 7 6 1 10 8 8 -
1 x Spotter Drone - - - - - - -

1 x C3 SUPPORT TEAM WITH X-LAUNCHER


C3 X-Launcher Team Ag Acc Str Res Init Co Special
2 x Strike Trooper Crew: plasma pistol and HL Armour 5 5 5 5 7 8 -
1 x Spotter Drone - - - - - - -

1 x C3 SUPPORT DRONE WITH PLASMA CANNON


C3 Plasma Cannon Drone Ag Acc Str Res Init Co Special
1 x Weapon Drone: plasma cannon 7 6 1 10 8 8 -
1 x Spotter Drone: - - - - - - -

4 x TARGETER PROBES
Targeter Probe Ag Acc Str Res Init Co Special
1 x Targeter Probe - - - 5 - 10 -

46 Beyond the Gates of Antares


CONCORD TASK FORCE
A concord task force is an armed exploration team led by a NuHu and supported by armed troops of various kinds – in our example
we have including Freeborn mercenary fighters as well as a core of strike troopers. A task force is not as heavily equipped as a strike
force and its objectives may not be strictly military at all. We’ve included the task force to illustrate something of the breadth of
forces available to the Concord, and because we wanted to include a NuHu to give a taste of their abilities.

1 x NUHU MANDARIN COMMAND TEAM


NuHu Command Team Ag Acc Str Res Init Co Special
1 x NuHu Mandarin: plasma pistol 5 6 4 4 9 9 Command, Hero,
Action, Leader 3
1 x Nanodrone - - - - - -
2 x Spotter Drone - - - - - -

1 x C3 COMMAND TEAM
C3 Command Team Ag Acc Str Res Init Co Special
1 x Strike Commander: plasma carbine, Command,
X-sling and HL armour. 5 6 5 5 7 9 Action, Leader 2
2 x C3 Strike Trooper: plasma carbine and HL Armour 5 6 5 5 7 8
1 x Spotter Drone - - - - - -

1 x FREEBORN MERCENARY COMMAND TEAM


Mercenary Command Team Ag Acc Str Res Init Co Special
1 x Mercenary captain: compression carbine, 5 6 5 5 8 9 Command,
plasma pistol and HL armour. Hero, Action, Leader 2
2 x Mercenary troopers: plasma carbine and HL armour 5 6 5 5 7 8
1 x Spotter Drone - - - - - -

1 x C3 SQUAD
C3 Strike Squad Ag Acc Str Res Init Co Special
1 x Strike Leader: plasma carbine, X-sling and HL armour. 5 5 5 5 7 8 Leader
4 x Strike Trooper: plasma carbine and HL Armour 5 5 5 5 7 8
1 x Spotter Drone - - - - - -

1 x C3 SUPPORT DRONE WITH PLASMA CANNON


C3 Plasma Cannon Drone Ag Acc Str Res Init Co Special
1 x Weapon Drone: plasma cannon 7 6 1 10 8 8
1 x Spotter Drone - - - - - -

3 x FREEBORN MERCENARY SQUADS


Freeborn Mercenary Squad Ag Acc Str Res Init Co Special
1 x Leader: mag repeater and reflex armour 5 5 5 5 7 7 Leader
4 x Mercenary Trooper: mag gun and reflex armour 5 5 5 5 7 7
1 x Mercenary Trooper: micro-X launcher and reflex armour 5 5 5 5 7 7

1 x FREEBORN MERCENARY SUPPORT TEAM WITH MAG LIGHT SUPPORT


Mercenary Mag Light Support Team Ag Acc Str Res Init Co Special
2 x Mercenary Trooper Crew: mag pistol and reflex armour 5 5 5 5 7 8
1 x Spotter Drone - - - - - -

1 x FREEBORN MERCENARY SUPPORT TEAM WITH X-LAUNCHER


Mercenary X-Launcher Team Ag Acc Str Res Init Co Special
2 x Mercenary Trooper Crew: mag pistol and reflex armour 5 5 5 5 7 8
1 x Spotter Drone - - - - - -

Sample Armies 47
ISORIAN SHARD STRIKE FORCE
An Isorian Shard Strike Force comprises Senatex Phase troopers armed with distinctive Isorian bio-tech equipment. These
are the elite strike units of the Isorian Shard and man-for-man a match for the best troops in the Concord. They are
supported by buddy drones and drone mounted heavy weaponry.
Note that the Concord and Isorian strike forces are effectively mirrors of each other – and this is entirely deliberate: both are
similarly organised and equipped, and the two are intended to form a close match. We have not included an Isorian task
force as a separate example, but one might easily be constructed by replacing the C3 strike units in the Concord force with
equivalent Senatex units from this one.

1 x SENATEX COMMAND TEAM


Senatex Command Team Ag Acc Str Res Init Co Special
1 x Senatex Commander: plasma carbine, Command,
X-sling and phase armour 5 6 5 5 7 9 Action, Leader 2
2 x Senatex Trooper: plasma carbine and phase armour 5 6 5 5 7 8 -
1 x Spotter Drone - - - - - - -

4 x SENATEX SQUADS
Senatex Squad Ag Acc Str Res Init Co Special
1 x Senatex Leader: plasma carbine,
X-sling and phase armour 5 5 5 5 7 8 Leader
4 x Senatex Trooper: plasma carbine and phase armour 5 5 5 5 7 8 -
1 x Spotter Drone - - - - - - -

1 x SENATEX SUPPORT DRONE WITH PLASMA LIGHT SUPPORT


Senatex Plasma Light Support Drone Ag Acc Str Res Init Co Special
1 x Weapon Drone: plasma light support gun 7 6 1 10 8 8 -
1 x Spotter Drone: unarmed - - - - - - -

1 x SENATEX SUPPORT TEAM WITH X-LAUNCHER


Senatex X-Launcher Team Ag Acc Str Res Init Co Special
2 x Senatex Trooper Crew: plasma pistol and phase armour 5 5 5 5 7 8 -
1 x Spotter Drone - - - - - - -

1 x SENATEX SUPPORT DRONE WITH FRACTAL CANNON


Senatex Fractal Cannon Drone Ag Acc Str Res Init Co Special
1 x Weapon Drone: fractal cannon 7 6 1 10 8 8 -
1 x Spotter Drone - - - - - - -

4 x TARGETER PROBES
Targeter Probe Ag Acc Str Res Init Co Special
1 x Targeter Probe - - - 5 - 10 -

48 Beyond the Gates of Antares


Quick Reference Sheet
ORDERS ACCURACY MODIFIERS
1. Fire Shoot without moving (may use Aimed Shot or RF) The following modifiers apply to a
2. Advance Move and then shoot. unit’s Acc when shooting.
3. Run Move at increased speed without shooting. Per Pin -1
4. Ambush No move/shoot, but wait for opportunity to react.
5. Rally No move/shoot, but lose D6 pin markers. Effective Range +1
(Hand weapons only)
6. Down No move/shoot, but more difficult to hit.
Long Range -1
Pinned units test Co at -1 per pin:
Pass Act on Order & remove 1 pin. Extreme Range -2
Fail Remove 1 pin and receive ‘Down’ order. Intervening Low Obstacle -1
Intervening Light Terrain -2
MOVES Aimed Fire (Fire order only) +1
In the basic game all infantry have a basic move (M) of 5 inches and Run move (2M) Rapid Fire (Fire order only) -1
of 10 inches. Units (not Support or Hvy Wpns) with a ’Run’ order can ‘Sprint’ at (3M),
then test Ag or receive pin marker for exhaustion. Overhead Fire (OH weapons) -2

AGILITY TEST FOR TERRAIN Each crew short of full team -1


Units must test Ag if moving through hard going terrain (Advance or Run) and are Heavy weapon out of arc -2
reduced to half pace if they fail the roll.
Units can cross obstacles (Advance) without testing, but must test Ag to cross at a A full weapons team is 2 for support
Run. If this test is failed they halt behind the obstacle (Heavy teams can only attempt and 3 for heavy weapons. Weapons
to cross at Advance with an Ag test). drones count as a full team.

Support weapon team -1


Heavy weapon team -2
Each crewman short -1 RESIST STAT MODIFERS
Hard Going 0 The following modifiers apply to
Very Hard Going -1 Res when hit.
Extra Hard Going -2
Strike value of weapon -SV
Resist Bonus of Armour +RB
Cover (default +2) +1, 2 or 3
ASSAULTS
Point Blank. Both the attacker and defender shoot point blank simultaneously. Place Cover value applies to individual
pin markers and take any break tests resulting. models that are within/behind cover
Hand-to-hand fighting. Both the attack and defender fight simultaneously – using relative to models shooting at
Strength ‘to score hits’. After fighting add 1 pin marker to each unit that has suffered them.
one or more casualties, and add a further 1 pin marker for each casualty suffered. The
side with the most pins loses and must take a break test.
Follow on Combat.Where both sides survive the winner can force a round of follow
on combat. In the case of a draw surviving opponents can fight a follow-on round of BREAK TESTS
hand-to-hand fighting by mutual consent. Test against Command. Units with
pins equal to or more than Command
Consolidation. Surviving units can make a consolidation move.
stat are broken without a test.

Triggers
REACTIONS • One or more pins per model
Go Down Auto when shot at (Fire or Advance) Down order when shot at and hit.
Stand and Shoot vs Run when assaulted Fire order • Suffers half own number of
Escape vs Run when assaulted Run order casualties from shooting
Firefight vs Fire at up to 20” Fire order • Defeated or draw in
Dash to Cover vs Fire at more than 20” (not-OH) Run order hand-to-hand fighting
Ambush vs Advance or run Fire/Ambush

Quick Reference Sheet 49


Scenario
So far we have not covered the basics of how to set up a game, determine objectives, deploy forces, fix how long
the game lasts, or work out which side has won. These things are not part of the core rules of play as such – they are
things that vary depending on what kind of game is to be played – in other words, the scenario. For purposes of this
initial rule set we will assume that players are familiar enough with this sort of thing to be able to improvise
scenarios for themselves. To help things along a straightforward scenario is described below: Disputed Ground.

DISPUTED GROUND
Opposing forces advance against each indicate the area described). Terrain table edge. The unit has to be placed on
other in an attempt to take control of the areas must be placed at least 5" apart and the table in its entirety and in formation.
local area. Each side must try to capture at least 5" from any table edge – this is to His opponent then places one of his units,
the battlefield and destroy the enemy. ensure the terrain is spread about a bit. and then players alternate placing units
until both side’s forces are on the table.
If you wish you can set the terrain up in a
Preparing to play mutually agreeable manner, but the If a player’s force includes targeter
The table is imagined to be 6 feet across recommended method is to take it in probes then all the targeter probes are
its long edges and 4 feet across the short turns placing one piece of terrain at a placed along the table edge at the same
or ‘side’ edges. Players are welcome to time (roll a dice to decide who goes first). time and count as one ‘pick’. However, it
play on tables of any size they want, and Once all the terrain has been placed roll is not necessary to deploy targeter
are encouraged to do so, but for randomly to decide which player starts probes in formation, just place them
purposes of explaining how this scenario from which long edge. You can just pick where you want within 5" of the table
works we’ll go with our standard six by an edge if you prefer, but rolling edge.
four table. randomly is a good way of encouraging
This game pitches two forces against the players to build the battlefield in as
each other, and we’d suggest players even-handed way as possible.
None know what lies beyond the
choose two forces from the sample Once you have figured out which player gates of Antares: past, present and
armies section, reducing the number of starts from which long table edge, each future: the beginning of all things,
infantry squads by half (rounding up if player rolls a dice and the highest scorer and the end of everything.
necessary) and dropping any one support places one of his units within 5" of his
weapon team. No buddy drones (e.g.
spotters) are used in this scenario, and
the number of targeter probes is reduced
to 2 where available. This is just to make
the game more manageable for
inexperienced players. By all means add
more troops, drones and probes to both
sides once player are familiar with the
basic rules of the game.
You will need at least eight terrain pieces
– but these can be very simple, rocks out
of the garden or patches of rubble made
from gravel chips, for example. We would
suggest each piece of terrain covers an
area between 4" and 6" square. Set up
the table with the terrain features
arranged around the centre of the
battlefield, leaving a square area 15" x 15"
in the middle (see set-up diagram). Mark
the corners of this square using small
pieces of incidental scenery such as small
rocks or a clump of vegetation (these Table set up – with terrain arranged in a typical manner and a clear area in the middle of the table. To
play no part in the game other than to start the game the players deploy their units into the opposing set up areas along the long table edges.

50 Beyond the Gates of Antares


Rules for Terrain model from the unit must be entirely or even if all of his units have been
If you have not played before, or if you within the area to count. Targeter destroyed.
are introducing new players to the probes don’t count.
You can also change the objective. For
game, treat all the terrain as Each enemy unit destroyed earns you 1 example, instead of capturing the
impassable, meaning that neither side victory point. Once again Targeter central area of the table, position a
can move through it at all. We strongly probes don’t count. number of markers on the table in some
recommend that beginners use either fashion, and at the end of the game if
very large rocks or ruinous but The side with the most victory points is
one side has at least one unit within 5"
substantial buildings, so that the terrain the winner. A difference of 2 or more
of the marker and the other side
areas are not only impassable but also victory points is a clear victory. A
doesn’t, then the marker is captured
block lines of sight across them. This will difference of just 1 point is a close call,
and earns 1 point. If both sides have
introduce players to the line of sight which we will consider a winning draw.
units within 5" of the marker neither
rules without worrying about the rules Equal scores is a draw.
gets any victory points. Such markers
for working out clear shots through or can be placed along the middle of the
over terrain or obstacles. You can always Expanding the Scenario table, so they are equidistant from both
replace terrain features with low The easiest way of expanding the scope sides, or players can arrange markers
rubbled areas, vegetation or other of this scenario is by substituting the before table edges are determined
accessible areas of terrain in future impassable/LOS blocking terrain for randomly to encourage even
games. more terrain of different types. It is handedness as far as possible. Of
suggested that players do this once they course, it is not necessary that both
Objective have a fair grasp of the line-of-sight sides have the same objective, you
Both sides have the same objective – rules and basic mechanics. Similarly, you could give one side the objective of
occupy the central square and drive can play with larger forces, and/or over a moving off the opposing table edge
away or destroy the enemy. The game larger table, and all these factors will whilst the other side has to stop them.
doesn’t require a specific ‘thing’ to be change the game dynamic and how the You don’t even need an objective at all if
the objective, but you might like to scenario plays. you prefer not to – just fight it out until
imagine that the players are fighting A second way changing the scenario is the game is done.
over access to a transmat pad, not to deploy on the table at the start of As you can imagine there are many
possession of a crashed transporter the game, and instead to allow players ways in which even this very simple
craft, the entrance to an underground to move each unit onto the table in the scenario can be used as the basis for a
base or refuge, the abandoned treasure first turn by giving it an advance or run game, and players are encouraged to
trove of an ancient society, or a cache of order. A unit can begin its move at any adapt things as they find convenient or
life-saving bio-drugs or other vital point along its long table edge. A unit make up entirely new scenarios of their
supplies. that runs onto the table in its first turn own if they prefer.
cannot make an assault as it does so. A
Game Duration unit that runs onto the table in its first
If at least one side has lost half or more turn can sprint if you wish. A further
of its units at the start of a turn then roll variation along these lines is to put only
half of each side’s order dice (rounding
TRANSKIN
a dice (D6). On a result of 1, 2 or 3 the
game ends, on a roll of 4, 5 or 6 play one up) in the dice bag for the first turn, so A transkin or T-skin is a film of null
further turn. that only half of each force can move material spun practically instantly
onto the table in the first turn. Then put from a hypermat capsule no larger
If neither side has lost half or more of its the remaining dice in the dice bag for than the tip of your little finger. The
units by the end of turn 6 then roll a dice turn two, allowing any units not already material itself can be any colour or
(D6). On a result of 1, 2 or 3 the game on the table to move on in the second transparent. It forms around a
ends, on a roll of 4, 5 or 6 play one turn. In all cases, all of a side’s targeter person’s nano substructure – as all
further turn. probes are deployed at once (because civilised worlds are integrated
For purposes of deciding whether half of they are represented by one order dice), societies and the cell structure of
an army’s units are lost always ignore but individual probes are moved every citizen is suffused with active
separately and can begin at different nanites. A transkin is designed to
targeter probes; this applies both when
points on the table edge if preferred. encase the wearer in a temporary
working out how many is ‘half’ and
protective shell formed by gravitic
when counting up the units that are left. If you want to get more people involved reaction between the skin’s null-
Otherwise, round halves ‘up’, for you can also introduce multi-player material and the wearer’s nanite
example half of 5 units is 3 not 2, so an games. field. This reaction burns itself out
army of 5 units has lost half once it has after a few minutes but endows the
lost 3 units. Split down each side into two or three
smaller forces, each with their own units transkin wearer with a steel-like
and distinct colour action dice. As you skin that can resist most forms of
Victory attack. The same type of defence is
pull an action dice from the dice bag,
Each unit positioned within the 15"x15" the individual player it belongs to gets called a neoskin or null skin on
central square at the end of the game, to use it. A player wins if his side wins some human worlds.
earns you 1 victory point – at least one regardless of his individual contribution

Scenario 51
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